//===== eAthena Script =======================================
//= Hugel Monster Races
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN (Trunk, r12752+)
//===== Description: =========================================
//= [Aegis Conversion]
//= - Hugel Monster Races (Single and Double)
//= - Prize Medal Exchanging, and Monster Track NPCs.
//= - Contains both euRO and iRO dialog.
//= - There are no permenent variables.
//===== Additional Comments: =================================
//= 1.0 First version. Please report bugs. [L0ne_W0lf]
//= 1.1 Corrected a minor typo. [L0ne_W0lf]
//============================================================
//============================================================
// Monstrer Race - Single Monster Race
//============================================================
hugel,51,61,0 script #race_timer1-1 -1,{
OnInit:
enablenpc "#race_timer1-1";
set $@mon_time_1_1,2;
initnpctimer;
end;
OnEnable:
enablenpc "#race_timer1-1";
set $@mon_time_1_1,2;
initnpctimer;
end;
OnDisable:
disablenpc "#race_timer1-1";
stopnpctimer;
end;
OnTimer10000:
mapannounce "hugel","The Single Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0x87ceeb";
end;
OnTimer30000:
mapannounce "hugel","The Single Monster Race Arena has just opened.",bc_map,"0x87ceeb";
set $@mon_time_1_1,1;
donpcevent "Race Progress Timer::OnEnable";
end;
OnTimer90000:
mapannounce "hugel","The Single Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0x87ceeb";
end;
OnTimer210000:
mapannounce "hugel","The entrance to the Single Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0x87ceeb";
end;
OnTimer270000:
mapannounce "hugel","The Single Monster Race Arena's entrance will soon close.",bc_map,"0x87ceeb";
end;
OnTimer272000:
mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0x87ceeb";
end;
OnTimer330000:
mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0x87ceeb";
set $@mon_time_1_1,0;
donpcevent "#race_timer1-1::OnDisable";
stopnpctimer;
end;
}
p_track01,58,0,0 script Race Progress Timer -1,{
OnInit:
disablenpc "Race Progress Timer";
end;
OnEnable:
enablenpc "Race Progress Timer";
initnpctimer;
enablenpc "starting#1";
enablenpc "starting#2";
enablenpc "starting#3";
enablenpc "starting#4";
enablenpc "starting#5";
enablenpc "starting#6";
set .@1st_line,rand(1,70);
if ((.@1st_line > 0) && (.@1st_line < 11)) {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#5";
enablenpc "Luk#6";
set .@tired1,rand(50,60);
if (.@tired1 > 49) && (.@tired1 < 61) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
}
}
else if ((.@1st_line > 10) && (.@1st_line < 31)) {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#5";
set .@tired1,rand(40,60);
if (.@tired1 > 49) && (.@tired1 < 61) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
}
else {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
}
}
else if ((.@1st_line > 20) && (.@1st_line < 41)) {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#1";
set .@tired1,rand(30,50);
if (.@tired1 > 39) && (.@tired1 < 51) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
}
else {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
}
}
else if ((.@1st_line > 40) && (.@1st_line < 51)) {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#1";
enablenpc "Luk#2";
set .@tired1,rand(20,40);
if (.@tired1 > 29) && (.@tired1 < 41) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
}
else {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
}
}
else if ((.@1st_line > 50) && (.@1st_line < 61)) {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#1";
enablenpc "Luk#2";
enablenpc "Luk#3";
set .@tired1,rand(10,30);
if (.@tired1 > 19) && (.@tired1 < 31) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
}
else {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
}
}
else if ((.@1st_line > 60) && (.@1st_line < 71)) {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#1";
enablenpc "Luk#2";
enablenpc "Luk#3";
enablenpc "Luk#4";
set .@tired1,rand(0,20);
if (.@tired1 > 9) && (.@tired1 < 21) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
}
else {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
enablenpc "Tire#6";
}
}
else {
set $@mr_1_luk1,.@1st_line;
enablenpc "Luk#1";
enablenpc "Luk#2";
enablenpc "Luk#3";
enablenpc "Luk#4";
set .@tired1,rand(0,20);
if (.@tired1 > 9) && (.@tired1 < 21) {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
}
else {
set $@mr_1_tire1,.@tired1;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
enablenpc "Tire#6";
}
}
set .@2nd_line,rand(1,70);
if ((.@2nd_line > 0) && (.@2nd_line < 11)) {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#5";
enablenpc "Luk2#6";
set .@tired2,rand(50,60);
if (.@tired2 > 49) && (.@tired2 < 61) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#2";
}
}
else if ((.@2nd_line > 10) && (.@2nd_line < 31)) {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#5";
set .@tired2,rand(40,60);
if (.@tired2 > 49) && (.@tired2 < 61) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
}
else {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
}
}
else if ((.@2nd_line > 20) && (.@2nd_line < 41)) {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#1";
set .@tired2,rand(30,50);
if (.@tired2 > 39) && (.@tired2 < 51) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
}
else {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
}
}
else if ((.@2nd_line > 40) && (.@2nd_line < 51)) {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#1";
enablenpc "Luk2#2";
set .@tired2,rand(20,40);
if (.@tired2 > 29) && (.@tired2 < 41) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
}
else {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
}
}
else if ((.@2nd_line > 50) && (.@2nd_line < 61)) {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#1";
enablenpc "Luk2#2";
enablenpc "Luk2#3";
set .@tired2,rand(10,30);
if (.@tired2 > 19) && (.@tired2 < 31) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
}
else {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
enablenpc "Tire2#5";
}
}
else if ((.@2nd_line > 60) && (.@2nd_line < 71)) {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#1";
enablenpc "Luk2#2";
enablenpc "Luk2#3";
enablenpc "Luk2#4";
set .@tired2,rand(0,20);
if (.@tired2 > 9) && (.@tired2 < 21) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
enablenpc "Tire2#5";
}
else {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
enablenpc "Tire2#5";
enablenpc "Tire2#6";
}
}
else {
set $@mr_1_luk2,.@2nd_line;
enablenpc "Luk2#1";
enablenpc "Luk2#2";
enablenpc "Luk2#3";
enablenpc "Luk2#4";
set .@tired2,rand(0,20);
if (.@tired2 > 9) && (.@tired2 < 21) {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
enablenpc "Tire2#5";
}
else {
set $@mr_1_tire2,.@tired2;
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
enablenpc "Tire2#5";
enablenpc "Tire2#6";
}
}
set .@3rd_line,rand(1,70);
if ((.@3rd_line > 0) && (.@3rd_line < 11)) {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#5";
enablenpc "Luk3#6";
set .@tired3,rand(50,60);
if (.@tired3 > 49) && (.@tired3 < 61) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
}
}
else if ((.@3rd_line > 10) && (.@3rd_line < 31)) {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#5";
set .@tired3,rand(40,60);
if (.@tired3 > 49) && (.@tired3 < 61) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
}
else {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
}
}
else if ((.@3rd_line > 20) && (.@3rd_line < 41)) {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#1";
set .@tired3,rand(30,50);
if (.@tired3 > 39) && (.@tired3 < 51) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
}
else {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
}
}
else if ((.@3rd_line > 40) && (.@3rd_line < 51)) {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#1";
enablenpc "Luk3#2";
set .@tired3,rand(20,40);
if (.@tired3 > 29) && (.@tired3 < 41) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
}
else {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
}
}
else if ((.@3rd_line > 50) && (.@3rd_line < 61)) {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#1";
enablenpc "Luk3#2";
enablenpc "Luk3#3";
set .@tired3,rand(10,30);
if (.@tired3 > 19) && (.@tired3 < 31) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
}
else {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
}
}
else if ((.@3rd_line > 60) && (.@3rd_line < 71)) {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#1";
enablenpc "Luk3#2";
enablenpc "Luk3#3";
enablenpc "Luk3#4";
set .@tired3,rand(0,20);
if (.@tired3 > 9) && (.@tired3 < 21) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
enablenpc "Tire3#5";
}
else {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
enablenpc "Tire3#5";
enablenpc "Tire3#6";
}
}
else {
set $@mr_1_luk3,.@3rd_line;
enablenpc "Luk3#1";
enablenpc "Luk3#2";
enablenpc "Luk3#3";
enablenpc "Luk3#4";
set .@tired3,rand(0,20);
if (.@tired3 > 9) && (.@tired3 < 21) {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
enablenpc "Tire3#5";
}
else {
set $@mr_1_tire3,.@tired3;
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
enablenpc "Tire3#5";
enablenpc "Tire3#6";
}
}
set .@4th_line,rand(1,70);
if ((.@4th_line > 0) && (.@4th_line < 11)) {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk4#5";
enablenpc "Luk4#6";
set .@tired4,rand(50,60);
if (.@tired4 > 49) && (.@tired4 < 61) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
}
}
else if ((.@4th_line > 10) && (.@4th_line < 31)) {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk4#5";
set .@tired4,rand(40,60);
if (.@tired4 > 49) && (.@tired4 < 61) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire#1";
}
else {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire#1";
enablenpc "Tire#2";
}
}
else if ((.@4th_line > 20) && (.@4th_line < 41)) {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk4#1";
set .@tired4,rand(30,50);
if (.@tired4 > 39) && (.@tired4 < 51) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
}
else {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
}
}
else if ((.@4th_line > 40) && (.@4th_line < 51)) {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk4#1";
enablenpc "Luk4#2";
set .@tired4,rand(20,40);
if (.@tired4 > 29) && (.@tired4 < 41) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
}
else {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
}
}
else if ((.@4th_line > 50) && (.@4th_line < 61)) {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk#1";
enablenpc "Luk#2";
enablenpc "Luk#3";
set .@tired4,rand(10,30);
if (.@tired4 > 19) && (.@tired4 < 31) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
}
else {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
enablenpc "Tire4#5";
}
}
else if ((.@4th_line > 60) && (.@4th_line < 71)) {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk4#1";
enablenpc "Luk4#2";
enablenpc "Luk4#3";
enablenpc "Luk4#4";
set .@tired4,rand(0,20);
if (.@tired4 > 9) && (.@tired4 < 21) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
enablenpc "Tire4#5";
}
else {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
enablenpc "Tire4#5";
enablenpc "Tire4#6";
}
}
else {
set $@mr_1_luk4,.@4th_line;
enablenpc "Luk4#1";
enablenpc "Luk4#2";
enablenpc "Luk4#3";
enablenpc "Luk4#4";
set .@tired4,rand(0,20);
if (.@tired4 > 9) && (.@tired4 < 21) {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
enablenpc "Tire4#5";
}
else {
set $@mr_1_tire4,.@tired4;
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
enablenpc "Tire4#5";
enablenpc "Tire4#6";
}
}
set .@5th_line,rand(1,70);
if ((.@5th_line > 0) && (.@5th_line < 11)) {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#5";
enablenpc "Luk5#6";
set .@tired5,rand(50,60);
if (.@tired5 > 49) && (.@tired5 < 61) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
}
}
else if ((.@5th_line > 10) && (.@5th_line < 31)) {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#5";
set .@tired5,rand(40,60);
if (.@tired5 > 49) && (.@tired5 < 61) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
}
else {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
}
}
else if ((.@5th_line > 20) && (.@5th_line < 41)) {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#1";
set .@tired5,rand(30,50);
if (.@tired5 > 39) && (.@tired5 < 51) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
}
else {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
}
}
else if ((.@5th_line > 40) && (.@5th_line < 51)) {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#1";
enablenpc "Luk5#2";
set .@tired5,rand(20,40);
if (.@tired5 > 29) && (.@tired5 < 41) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
}
else {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
}
}
else if ((.@5th_line > 50) && (.@5th_line < 61)) {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#1";
enablenpc "Luk5#2";
enablenpc "Luk5#3";
set .@tired5,rand(10,30);
if (.@tired5 > 19) && (.@tired5 < 31) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
}
else {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
enablenpc "Tire5#5";
}
}
else if ((.@5th_line > 60) && (.@5th_line < 71)) {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#1";
enablenpc "Luk5#2";
enablenpc "Luk5#3";
enablenpc "Luk5#4";
set .@tired5,rand(0,20);
if (.@tired5 > 9) && (.@tired5 < 21) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
enablenpc "Tire5#5";
}
else {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
enablenpc "Tire5#5";
enablenpc "Tire5#6";
}
}
else {
set $@mr_1_luk5,.@5th_line;
enablenpc "Luk5#1";
enablenpc "Luk5#2";
enablenpc "Luk5#3";
enablenpc "Luk5#4";
set .@tired5,rand(0,20);
if (.@tired5 > 9) && (.@tired5 < 21) {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
enablenpc "Tire5#5";
}
else {
set $@mr_1_tire5,.@tired5;
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
enablenpc "Tire5#5";
enablenpc "Tire5#6";
}
}
set .@6th_line,rand(1,70);
if ((.@6th_line > 0) && (.@6th_line < 11)) {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#5";
enablenpc "Luk6#6";
set .@tired6,rand(50,60);
if (.@tired6 > 49) && (.@tired6 < 61) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
}
}
else if ((.@6th_line > 10) && (.@6th_line < 31)) {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#5";
set .@tired6,rand(40,60);
if (.@tired6 > 49) && (.@tired6 < 61) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
}
else {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
}
}
else if ((.@6th_line > 20) && (.@6th_line < 41)) {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#1";
set .@tired6,rand(30,50);
if (.@tired6 > 39) && (.@tired6 < 51) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
}
else {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
}
}
else if ((.@6th_line > 40) && (.@6th_line < 51)) {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#1";
enablenpc "Luk6#2";
set .@tired6,rand(20,40);
if (.@tired6 > 29) && (.@tired6 < 41) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
}
else {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
}
}
else if ((.@6th_line > 50) && (.@6th_line < 61)) {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#1";
enablenpc "Luk6#2";
enablenpc "Luk6#3";
set .@tired6,rand(10,30);
if (.@tired6 > 19) && (.@tired6 < 31) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
}
else {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
enablenpc "Tire6#5";
}
}
else if ((.@6th_line > 60) && (.@6th_line < 71)) {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#1";
enablenpc "Luk6#2";
enablenpc "Luk6#3";
enablenpc "Luk6#4";
set .@tired6,rand(0,20);
if (.@tired6 > 9) && (.@tired6 < 21) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
enablenpc "Tire6#5";
}
else {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
enablenpc "Tire6#5";
enablenpc "Tire6#6";
}
}
else {
set $@mr_1_luk6,.@6th_line;
enablenpc "Luk6#1";
enablenpc "Luk6#2";
enablenpc "Luk6#3";
enablenpc "Luk6#4";
set .@tired6,rand(0,20);
if (.@tired6 > 9) && (.@tired6 < 21) {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
enablenpc "Tire6#5";
}
else {
set $@mr_1_tire6,.@tired6;
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
enablenpc "Tire6#5";
enablenpc "Tire6#6";
}
}
end;
OnDisable:
disablenpc "Race Progress Timer";
stopnpctimer;
end;
OnTimer1000:
enablenpc "Ticket Helper#single";
end;
OnTimer7000:
mapannounce "p_track01","Welcome to the Monster Race Arena.",bc_map,"0xffb6c1";
end;
OnTimer10000:
mapannounce "p_track01","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0xffb6c1";
end;
OnTimer120000:
mapannounce "p_track01","The Individual Monster Race will begin after 3 minutes.",bc_map,"0xffb6c1";
end;
OnTimer123000:
mapannounce "p_track01","Anyone who wishes to join the race can enquire from the service staff in the arena.",bc_map,"0xffb6c1";
end;
OnTimer240000:
mapannounce "p_track01","The Individual Monster Race will begin soon.",bc_map,"0xffb6c1";
end;
OnTimer243000:
mapannounce "p_track01","Anyone who wishes to join the race can enquire from the service staff in the arena.",bc_map,"0xffb6c1";
end;
OnTimer300000:
mapannounce "p_track01","The Monster Race has already begun. Good luck to all the participants.",bc_map,"0xffb6c1";
set $@mon_time_1_1,0;
set $@monster_race,0;
disablenpc "Ticket Helper#single";
donpcevent "Runner No. 1::OnEnable";
donpcevent "Runner No. 2::OnEnable";
donpcevent "Runner No. 3::OnEnable";
donpcevent "Runner No. 4::OnEnable";
donpcevent "Runner No. 5::OnEnable";
donpcevent "Runner No. 6::OnEnable";
stopnpctimer;
end;
}
p_track01,73,22,1 script Ticket Helper#single 899,{
if (checkweight(908,200) == 0) {
mes "[Ticket Helper]";
mes "Hello there!";
mes "If you wish to join the 'Individual' Monster Race, ";
mes "please choose one monster from ";
mes "Monster No.1 to Monster No. 6 ~";
next;
mes "[Ticket Helper]";
mes "However..";
mes "It seems that you don't have enough space ";
mes "to receive the monster ticket.";
close;
}
mes "[Ticket Helper]";
mes "Welcome to the";
mes "Monster Race Arena.";
mes "If you'd like to participate";
mes "in the ^3131FFSingle Monster Race^000000,";
mes "then please select 1 out of";
mes "the 6 monsters from the list.";
next;
switch(select("Monster Status:Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
case 1:
mes "Monster 1 [^CC6600Luck^000000: " + $@mr_1_luk1 + "] [^EE0000HP^000000: " + $@mr_1_tire1 + "]";
mes "Monster 2 [^CC6600Luck^000000: " + $@mr_1_luk2 + "] [^EE0000HP^000000: " + $@mr_1_tire2 + "]";
mes "Monster 3 [^CC6600Luck^000000: " + $@mr_1_luk3 + "] [^EE0000HP^000000: " + $@mr_1_tire3 + "]";
mes "Monster 4 [^CC6600Luck^000000: " + $@mr_1_luk4 + "] [^EE0000HP^000000: " + $@mr_1_tire4 + "]";
mes "Monster 5 [^CC6600Luck^000000: " + $@mr_1_luk5 + "] [^EE0000HP^000000: " + $@mr_1_tire5 + "]";
mes "Monster 6 [^CC6600Luck^000000: " + $@mr_1_luk6 + "] [^EE0000HP^000000: " + $@mr_1_tire6 + "]";
close;
case 2:
if ($@mon_time_1_1 == 1) {
if (monster_race_1 > 0) {
mes "[Ticket Helper]";
mes "You have selected";
mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
mes "Single Monster Race.";
mes "The start of the race";
mes "will be announced soon,";
mes "so please wait. Thank you.";
close;
}
else {
mes "[Ticket Helper]";
mes "You've chosen Monster 1?";
mes "Alright then, please wait";
mes "until the start of the race is";
mes "announced. If the monster you";
mes "picked wins, then please use";
mes "this ticket to redeem your prize.";
getitem 7514,1; //Monster_Ticket
set monster_race_1,1;
close;
}
}
else {
mes "[Ticket Helper]";
mes "I'm sorry, but a Monster";
mes "Race is now in progress.";
mes "If you'd like to participate, then please wait for the next race.";
close;
}
case 3:
if ($@mon_time_1_1 == 1) {
if (monster_race_1 > 0) {
mes "[Ticket Helper]";
mes "You have selected";
mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
mes "Single Monster Race.";
mes "The start of the race";
mes "will be announced soon,";
mes "so please wait. Thank you.";
close;
}
else {
mes "[Ticket Helper]";
mes "You've chosen Monster 2?";
mes "Alright then, please wait";
mes "until the start of the race is";
mes "announced. If the monster you";
mes "picked wins, then please use";
mes "this ticket to redeem your prize.";
getitem 7514,1; //Monster_Ticket
set monster_race_1,2;
close;
}
}
else {
mes "[Ticket Helper]";
mes "I'm sorry, but a Monster";
mes "Race is now in progress.";
mes "If you'd like to participate, then please wait for the next race.";
close;
}
case 4:
if ($@mon_time_1_1 == 1) {
if (monster_race_1 > 0) {
mes "[Ticket Helper]";
mes "You have selected";
mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
mes "Single Monster Race.";
mes "The start of the race";
mes "will be announced soon,";
mes "so please wait. Thank you.";
close;
}
else {
mes "[Ticket Helper]";
mes "You've chosen Monster 3?";
mes "Alright then, please wait";
mes "until the start of the race is";
mes "announced. If the monster you";
mes "picked wins, then please use";
mes "this ticket to redeem your prize.";
getitem 7514,1; //Monster_Ticket
set monster_race_1,3;
close;
}
}
else {
mes "[Ticket Helper]";
mes "I'm sorry, but a Monster";
mes "Race is now in progress.";
mes "If you'd like to participate, then please wait for the next race.";
close;
}
case 5:
if ($@mon_time_1_1 == 1) {
if (monster_race_1 > 0) {
mes "[Ticket Helper]";
mes "You have selected";
mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
mes "Single Monster Race.";
mes "The start of the race";
mes "will be announced soon,";
mes "so please wait. Thank you.";
close;
}
else {
mes "[Ticket Helper]";
mes "You've chosen Monster 4?";
mes "Alright then, please wait";
mes "until the start of the race is";
mes "announced. If the monster you";
mes "picked wins, then please use";
mes "this ticket to redeem your prize.";
getitem 7514,1; //Monster_Ticket
set monster_race_1,4;
close;
}
}
else {
mes "[Ticket Helper]";
mes "I'm sorry, but a Monster";
mes "Race is now in progress.";
mes "If you'd like to participate, then please wait for the next race.";
close;
}
case 6:
if ($@mon_time_1_1 == 1) {
if (monster_race_1 > 0) {
mes "[Ticket Helper]";
mes "You have selected";
mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
mes "Single Monster Race.";
mes "The start of the race";
mes "will be announced soon,";
mes "so please wait. Thank you.";
close;
}
else {
mes "[Ticket Helper]";
mes "You've chosen Monster 5?";
mes "Alright then, please wait";
mes "until the start of the race is";
mes "announced. If the monster you";
mes "picked wins, then please use";
mes "this ticket to redeem your prize.";
getitem 7514,1; //Monster_Ticket
set monster_race_1,5;
close;
}
}
else {
mes "[Ticket Helper]";
mes "I'm sorry, but a Monster";
mes "Race is now in progress.";
mes "If you'd like to participate, then please wait for the next race.";
close;
}
case 7:
if ($@mon_time_1_1 == 1) {
if (monster_race_1 > 0) {
mes "[Ticket Helper]";
mes "You have selected";
mes "Monster ^FF0000"+ monster_race_1 +"^000000 for the";
mes "Single Monster Race.";
mes "The start of the race";
mes "will be announced soon,";
mes "so please wait. Thank you.";
close;
}
else {
mes "[Ticket Helper]";
mes "You've chosen Monster 6?";
mes "Alright then, please wait";
mes "until the start of the race is";
mes "announced. If the monster you";
mes "picked wins, then please use";
mes "this ticket to redeem your prize.";
getitem 7514,1; //Monster_Ticket
set monster_race_1,6;
close;
}
}
else {
mes "[Ticket Helper]";
mes "I'm sorry, but a Monster";
mes "Race is now in progress.";
mes "If you'd like to participate, then please wait for the next race.";
close;
}
}
close;
OnInit:
disablenpc "Ticket Helper#single";
end;
}
p_track01,30,38,0 script Runner No. 1 -1,1,0,{
end;
OnInit:
disablenpc "Runner No. 1";
end;
OnEnable:
emotion e_gasp;
enablenpc "Runner No. 1";
monster "p_track01",58,38,"The 1st Racer",1725,1,"Runner No. 1::OnMyMobDead";
end;
OnDisable:
disablenpc "Runner No. 1";
killmonster "p_track01","Runner No. 1::OnMyMobDead";
end;
OnTouchNPC:
initnpctimer;
set $@monster_race,1;
donpcevent "Runner No. 2::OnDisable";
donpcevent "Runner No. 3::OnDisable";
donpcevent "Runner No. 4::OnDisable";
donpcevent "Runner No. 5::OnDisable";
donpcevent "Runner No. 6::OnDisable";
end;
OnTimer1000:
mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
end;
OnTimer2000:
mapannounce "p_track01","Monster 1 is the winner of this race!",bc_map,"0x33FF66";
end;
OnTimer6000:
mapannounce "p_track01","If you wagered on Monster 1 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
end;
OnTimer8000:
mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
end;
OnTimer9000:
donpcevent "Medal Distributor#single::OnEnable";
donpcevent "Runner No. 1::OnDisable";
killmonster "p_track01","Runner No. 1::OnMyMobDead";
stopnpctimer;
end;
}
p_track01,30,36,0 script Runner No. 2 -1,1,0,{
end;
OnInit:
disablenpc "Runner No. 2";
end;
OnEnable:
emotion e_gasp;
enablenpc "Runner No. 2";
monster "p_track01",58,36,"The 2nd Racer",1726,1,"Runner No. 2::OnMyMobDead";
end;
OnDisable:
disablenpc "Runner No. 2";
killmonster "p_track01","Runner No. 2::OnMyMobDead";
end;
OnTouchNPC:
initnpctimer;
set $@monster_race,2;
donpcevent "Runner No. 1::OnDisable";
donpcevent "Runner No. 3::OnDisable";
donpcevent "Runner No. 4::OnDisable";
donpcevent "Runner No. 5::OnDisable";
donpcevent "Runner No. 6::OnDisable";
end;
OnTimer1000:
mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
end;
OnTimer2000:
mapannounce "p_track01","Monster 2 is the winner of this race!",bc_map,"0x33FF66";
end;
OnTimer6000:
mapannounce "p_track01","If you wagered on Monster 2 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
end;
OnTimer8000:
mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
end;
OnTimer9000:
donpcevent "Medal Distributor#single::OnEnable";
donpcevent "Runner No. 2::OnDisable";
killmonster "p_track01","Runner No. 2::OnMyMobDead";
stopnpctimer;
end;
}
p_track01,30,34,0 script Runner No. 3 -1,1,0,{
end;
OnInit:
disablenpc "Runner No. 3";
end;
OnEnable:
emotion e_gasp;
enablenpc "Runner No. 3";
monster "p_track01",58,34,"The 3rd Racer",1727,1,"Runner No. 3::OnMyMobDead";
end;
OnDisable:
disablenpc "Runner No. 3";
killmonster "p_track01","Runner No. 3::OnMyMobDead";
end;
OnTouchNPC:
initnpctimer;
set $@monster_race,3;
donpcevent "Runner No. 1::OnDisable";
donpcevent "Runner No. 2::OnDisable";
donpcevent "Runner No. 4::OnDisable";
donpcevent "Runner No. 5::OnDisable";
donpcevent "Runner No. 6::OnDisable";
end;
OnTimer1000:
mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
end;
OnTimer2000:
mapannounce "p_track01","Monster 3 is the winner of this race!",bc_map,"0x33FF66";
end;
OnTimer6000:
mapannounce "p_track01","If you wagered on Monster 3 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
end;
OnTimer8000:
mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
end;
OnTimer9000:
donpcevent "Medal Distributor#single::OnEnable";
donpcevent "Runner No. 3::OnDisable";
killmonster "p_track01","Runner No. 3::OnMyMobDead";
stopnpctimer;
end;
}
p_track01,30,32,0 script Runner No. 4 -1,1,0,{
end;
OnInit:
disablenpc "Runner No. 4";
end;
OnEnable:
emotion e_gasp;
enablenpc "Runner No. 4";
monster "p_track01",58,32,"The 4th Racer",1728,1,"Runner No. 4::OnMyMobDead";
end;
OnDisable:
disablenpc "Runner No. 4";
killmonster "p_track01","Runner No. 4::OnMyMobDead";
end;
OnTouchNPC:
initnpctimer;
set $@monster_race,4;
donpcevent "Runner No. 1::OnDisable";
donpcevent "Runner No. 2::OnDisable";
donpcevent "Runner No. 3::OnDisable";
donpcevent "Runner No. 5::OnDisable";
donpcevent "Runner No. 6::OnDisable";
end;
OnTimer1000:
mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
end;
OnTimer2000:
mapannounce "p_track01","Monster 4 is the winner of this race!",bc_map,"0x33FF66";
end;
OnTimer6000:
mapannounce "p_track01","If you wagered on Monster 4 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
end;
OnTimer8000:
mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
end;
OnTimer9000:
donpcevent "Medal Distributor#single::OnEnable";
donpcevent "Runner No. 4::OnDisable";
killmonster "p_track01","Runner No. 4::OnMyMobDead";
stopnpctimer;
end;
}
p_track01,30,30,0 script Runner No. 5 -1,1,0,{
end;
OnInit:
disablenpc "Runner No. 5";
end;
OnEnable:
emotion e_gasp;
enablenpc "Runner No. 5";
monster "p_track01",58,30,"The 5th Racer",1730,1,"Runner No. 5::OnMyMobDead";
end;
OnDisable:
disablenpc "Runner No. 5";
killmonster "p_track01","Runner No. 5::OnMyMobDead";
end;
OnTouchNPC:
initnpctimer;
set $@monster_race,5;
donpcevent "Runner No. 1::OnDisable";
donpcevent "Runner No. 2::OnDisable";
donpcevent "Runner No. 3::OnDisable";
donpcevent "Runner No. 4::OnDisable";
donpcevent "Runner No. 6::OnDisable";
end;
OnTimer1000:
mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
end;
OnTimer2000:
mapannounce "p_track01","Monster 5 is the winner of this race!",bc_map,"0x33FF66";
end;
OnTimer6000:
mapannounce "p_track01","If you wagered on Monster 5 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
end;
OnTimer8000:
mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
end;
OnTimer9000:
donpcevent "Medal Distributor#single::OnEnable";
donpcevent "Runner No. 5::OnDisable";
killmonster "p_track01","Runner No. 5::OnMyMobDead";
stopnpctimer;
end;
}
p_track01,30,28,0 script Runner No. 6 -1,1,0,{
end;
OnInit:
disablenpc "Runner No. 6";
end;
OnEnable:
emotion e_gasp;
enablenpc "Runner No. 6";
monster "p_track01",58,28,"The 6th Racer",1729,1,"Runner No. 6::OnMyMobDead";
end;
OnDisable:
disablenpc "Runner No. 6";
killmonster "p_track01","Runner No. 6::OnMyMobDead";
end;
OnTouchNPC:
initnpctimer;
set $@monster_race,6;
donpcevent "Runner No. 1::OnDisable";
donpcevent "Runner No. 2::OnDisable";
donpcevent "Runner No. 3::OnDisable";
donpcevent "Runner No. 4::OnDisable";
donpcevent "Runner No. 5::OnDisable";
end;
OnTimer1000:
mapannounce "p_track01","We have a winner...!",bc_map,"0x33FF66";
end;
OnTimer2000:
mapannounce "p_track01","Monster 6 is the winner of this race!",bc_map,"0x33FF66";
end;
OnTimer6000:
mapannounce "p_track01","If you wagered on Monster 6 in this race, talk to the Medal Distributor to receive your prize!",bc_map,"0x33FF66";
end;
OnTimer8000:
mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66";
end;
OnTimer9000:
donpcevent "Medal Distributor#single::OnEnable";
donpcevent "Runner No. 6::OnDisable";
killmonster "p_track01","Runner No. 6::OnMyMobDead";
stopnpctimer;
end;
}
p_track01,67,45,5 script Medal Distributor#single 845,{
if (checkweight(908,200) == 0) {
mes "[Medal Distributor]";
mes "Before exchanging";
mes "please take off some of the things that you're carrying.";
close;
}
if (countitem(7514) > 0) {
mes "[Medal Distributor]";
mes "I am the Redemption Service Staff";
mes "who will give the winner medals and ticket";
mes "to the participants who";
mes "make the correct guess";
mes "for the Monster Race.";
next;
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
mes "You can take the medal and";
mes "find Wayne in Hugel to retrieve your prizes.";
next;
mes "[Medal Distributor]";
mes "Do you want to show me your ticket?";
next;
if ($@monster_race == 1) {
if (monster_race_1 == 1) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "Although the winning rate for individual is higher than the doubles,";
mes "it's not easy to get a correct guess too..";
mes "You're really amazing";
next;
mes "[Medal Distributor]";
mes "Anyway...";
mes "Do you want to change";
mes "the 'ticket' into 'medal' right now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the individual race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_1,0;
getitem 7515,4; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if ($@monster_race == 2) {
if (monster_race_1 == 2) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "Although the winning rate for individual is higher than the doubles,";
mes "it's not easy to get a correct guess too..";
mes "You're really amazing";
next;
mes "[Medal Distributor]";
mes "Anyway...";
mes "Do you want to change";
mes "the 'ticket' into 'medal' right now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the individual race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_1,0;
getitem 7515,4; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if ($@monster_race == 3) {
if (monster_race_1 == 3) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "Although the winning rate for individual is higher than the doubles,";
mes "it's not easy to get a correct guess too..";
mes "You're really amazing";
next;
mes "[Medal Distributor]";
mes "Anyway...";
mes "Do you want to change";
mes "the 'ticket' into 'medal' right now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the individual race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_1,0;
getitem 7515,4; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if ($@monster_race == 4) {
if (monster_race_1 == 4) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "Although the winning rate for individual is higher than the doubles,";
mes "it's not easy to get a correct guess too..";
mes "You're really amazing";
next;
mes "[Medal Distributor]";
mes "Anyway...";
mes "Do you want to change";
mes "the 'ticket' into 'medal' right now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the individual race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_1,0;
getitem 7515,4; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if ($@monster_race == 5) {
if (monster_race_1 == 5) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "Although the winning rate for individual is higher than the doubles,";
mes "it's not easy to get a correct guess too..";
mes "You're really amazing";
next;
mes "[Medal Distributor]";
mes "Anyway...";
mes "Do you want to change";
mes "the 'ticket' into 'medal' right now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the individual race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_1,0;
getitem 7515,4; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if ($@monster_race == 6) {
if (monster_race_1 == 6) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "Although the winning rate for individual is higher than the doubles,";
mes "it's not easy to get a correct guess too..";
mes "You're really amazing";
next;
mes "[Medal Distributor]";
mes "Anyway...";
mes "Do you want to change";
mes "the 'ticket' into 'medal' right now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the individual race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_1,0;
getitem 7515,4; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else {
mes "[Medal Distributor]";
mes "I am the Redemption Service Staff";
mes "who will give the winner medals and ticket";
mes "to the participants who";
mes "make the correct guess";
mes "for the Monster Race.";
next;
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
mes "You can take the medal and";
mes "find Wayne in Hugel to retrieve your prizes.";
close;
}
}
else {
mes "[Medal Distributor]";
mes "I am the Redemption Service Staff";
mes "who will give the winner medals and ticket";
mes "to the participants who";
mes "make the correct guess";
mes "for the Monster Race.";
next;
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
mes "You can take the medal and";
mes "find Wayne in Hugel to retrieve your prizes.";
close;
}
end;
OnInit:
disablenpc "Medal Distributor#single";
end;
OnEnable:
emotion e_gasp;
enablenpc "Medal Distributor#single";
initnpctimer;
end;
OnTimer1000:
mapannounce "p_track01","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
end;
OnTimer4000:
mapannounce "p_track01","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
end;
OnTimer7000:
mapannounce "p_track01","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
end;
OnTimer10000:
mapannounce "p_track01","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
end;
OnTimer13000:
mapannounce "p_track01","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
end;
OnTimer240000:
mapannounce "p_track01","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
end;
OnTimer243000:
mapannounce "p_track01","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
end;
OnTimer246000:
mapannounce "p_track01","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
end;
OnTimer249000:
mapannounce "p_track01","Thank you for your cooperation.",bc_map,"0xFFFF00";
end;
OnTimer252000:
mapannounce "p_track01","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
donpcevent "starting#1::OnDisable";
donpcevent "starting#2::OnDisable";
donpcevent "starting#3::OnDisable";
donpcevent "starting#5::OnDisable";
donpcevent "starting#6::OnDisable";
end;
OnTimer300000:
donpcevent "#race_timer1-1::OnEnable";
set $@mon_time_1_1,2;
set $@monster_race,0;
mapwarp "p_track01","hugel",63,73;
end;
OnTimer306000:
donpcevent "Race Progress Timer::OnEnable";
end;
OnTimer342000:
disablenpc "Medal Distributor#single";
stopnpctimer;
end;
}
p_track01,76,36,1 script Exit Guide#single 798,{
mes "[Exit Guide]";
mes "If you have a winning Racing";
mes "Ticket, please make sure that.";
mes "you redeem it for Prize Medals";
mes "now. All Racing Rickets become";
mes "void once the next race begins.";
next;
mes "[Exit Guide]";
mes "If you wish to leave";
mes "the arena, then I can guide";
mes "you outside. Would you like";
mes "to leave the arena right now?";
next;
switch(select("Yes:No")) {
case 1:
if (countitem(7514) == 0) {
mes "[Exit Guide]";
mes "Thank you for";
mes "your patronage, and";
mes "I hope that you come";
mes "visit us again soon~";
}
else {
mes "[Exit Guide]";
mes "In accordance with our";
mes "policies, I must take your";
mes "Racing Ticket before you leave.";
mes "Thank you for your patronage";
mes "and I hope you enjoy your time";
mes "here in the Monster Race Arena.";
delitem 7514,1; //Monster_Ticket
}
set monster_race_1,0;
close2;
warp "hugel",63,73;
end;
case 2:
mes "[Exit Guide]";
mes "Alright, then";
mes "Kist let me know";
mes "whenever you're";
mes "ready to leave.";
close;
}
}
hugel,58,72,6 script Eckar Ellebird#single 798,{
mes "[Eckar Ellebird]";
mes "Welcome to the biggest";
mes "attraction in Hugel, the";
mes "Monster Race Arena.";
mes "How may I help you today?";
next;
if (select("Monster Race Info:Enter Monster Race") == 1) {
mes "[Eckar Erenes]";
mes "Monster Races originated from";
mes "simple children's games in which";
mes "Cute Pets would race against each other. This grew into an adult";
mes "pastime that is so popular, we've built a racing arena in Hugel.";
next;
mes "[Eckar Erenes]";
mes "Our Monster Race Arena hosts";
mes "two types of monster races. First, we have the Single Monster Race,";
mes "in which those that wagered on the 1st place monster are rewarded.";
next;
mes "[Eckar Erenes]";
mes "Then, we have the Dual Monster";
mes "Race in which the house odds and";
mes "rewards are greater than in Single";
mes "Monster Races: you must wager on";
mes "2 monsters, and they must place in.";
next;
mes "[Eckar Erenes]";
mes "Although a small entrance";
mes "fee is required, we only use";
mes "the money to give rewards to";
mes "participants and maintain this";
mes "arena. Therefore, we're not";
mes "profiting from this enterprise.";
next;
mes "[Eckar Erenes]";
mes "Also, we prohibit others";
mes "from making personal bets";
mes "and wagers, using items and";
mes "zeny, based on the outcomes";
mes "of these races. That kind of";
mes "gambling is illegal here.";
next;
mes "[Eckar Erenes]";
mes "Once you enter the Race Arena,";
mes "you will receive a Racing Ticket.";
mes "Keep in mind that winning Racing";
mes "Tickets can only be exchanged for";
mes "Prize Medals during a 5 minute";
mes "window after the end of the race.";
next;
}
mes "[Eckar Ellebird]";
mes "The entrance fee for all races";
mes "in the Monster Race Arena is";
mes "2,000 zeny. If you'd like to wager on a Dual Monster Race, then";
mes "please ask my brother Erenes,";
mes "and he will help you.";
next;
mes "[Eckar Ellebird]";
mes "Otherwise, I'll help get you";
mes "started if you're interested";
mes "in a Single Monster Race.";
mes "Would you like wager on";
mes "a Single Monster Race?";
next;
switch(select("Yes, please.:No, thanks.")) {
case 1:
if (checkweight(908,700) == 0) {
mes "[Eckar Ellebird]";
mes "Hmm... You're toting";
mes "too many things with you";
mes "right now. You better put";
mes "some of your stuff away in";
mes "Kafra Storage before you can";
mes "wager on any monster races.";
close;
}
if (Zeny > 1999) {
if (countitem(7514) > 0) {
mes "[Eckar Ellebird]";
mes "Hm? What are you doing";
mes "with an expired Racing Ticket?";
mes "Well, I better get rid of it for";
mes "you before it can get mixed up";
mes "with your new Racing Ticket.";
delitem 7514,1; //Monster_Ticket
next;
if ($@mon_time_1_1 == 1) {
mes "[Eckar Ellebird]";
mes "Thanks, I hope that";
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
set monster_race_1,0;
close2;
warp "p_track01",75,41;
end;
}
else if ($@mon_time_1_1 == 2) {
mes "[Eckar Ellebird]";
mes "We're still finishing our";
mes "preparations for the next";
mes "Single Monster Race, so";
mes "we ask that you please";
mes "wait a little while longer.";
close;
}
else {
if (.@monster_race == 0) {
mes "[Eckar Ellebird]";
mes "Right now, a Monster Race";
mes "is in progress. It's too late to";
mes "place a wager, but if you'd like";
mes "to watch, the fee is 500 zeny";
mes "for spectators. Would you like";
mes "to enter the Monster Race Arena?";
next;
switch(select("Yes:No, thanks")) {
case 1:
if (Zeny > 499) {
mes "[Eckar Ellebird]";
mes "Thanks, I hope that";
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
set zeny,zeny-500;
set monster_race_1,0;
close2;
warp "p_track01",75,41;
end;
}
else {
mes "[Eckar Ellebird]";
mes "I'm sorry, but you";
mes "don't have enough";
mes "money to pay the";
mes "2,000 zeny entrance fee.";
close;
}
case 2:
mes "[Eckar Ellebird]";
mes "Alright, then. If you'd like";
mes "to wager on a monster";
mes "race, please wait for the";
mes "current race to finish. I hope";
mes "that you enjoy your time here";
mes "in the Monster Race Arena~";
close;
}
}
else {
mes "[Eckar Ellebird]";
mes "I'm sorry, but a monster";
mes "race has just ended, so we're";
mes "having the 5 minute period in";
mes "which the winners can claim";
mes "their Prize Medals. The gate";
mes "will open soon, so please wait.";
close;
}
}
}
else {
if ($@mon_time_1_1 == 1) {
mes "[Eckar Ellebird]";
mes "Thanks, I hope that";
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
set zeny,zeny-2000;
set monster_race_1,0;
close2;
warp "p_track01",75,41;
end;
}
else if ($@mon_time_1_1 == 2) {
mes "[Eckar Ellebird]";
mes "We're still finishing our";
mes "preparations for the next";
mes "Single Monster Race, so";
mes "we ask that you please";
mes "wait a little while longer.";
close;
}
else {
if ($@monster_race == 0) {
mes "[Eckar Ellebird]";
mes "Right now, a Monster Race";
mes "is in progress. It's too late to";
mes "place a wager, but if you'd like";
mes "to watch, the fee is 500 zeny";
mes "for spectators. Would you like";
mes "to enter the Monster Race Arena?";
next;
switch(select("Yes:No, thanks")) {
case 1:
if (Zeny > 499) {
mes "[Eckar Ellebird]";
mes "Thank you~";
mes "I hope you enjoy.";
mes "watching this race!";
set zeny,zeny-500;
set monster_race_1,0;
close2;
warp "p_track01",75,41;
end;
}
else {
mes "[Eckar Ellebird]";
mes "I'm sorry, but you";
mes "don't have enough";
mes "money to pay the";
mes "2,000 zeny entrance fee.";
close;
}
case 2:
mes "[Eckar Ellebird]";
mes "Alright, then. If you'd like";
mes "to wager on a monster";
mes "race, please wait for the";
mes "current race to finish. I hope";
mes "that you enjoy your time here";
mes "in the Monster Race Arena~";
close;
}
}
else {
mes "[Eckar Ellebird]";
mes "I'm sorry, but a monster";
mes "race has just ended, so we're";
mes "having the 5 minute period in";
mes "which the winners can claim";
mes "their Prize Medals. The gate";
mes "will open soon, so please wait.";
close;
}
}
}
}
else {
mes "[Eckar Ellebird]";
mes "I'm sorry, but you";
mes "don't have enough";
mes "money to pay the";
mes "2,000 zeny entrance fee.";
close;
}
case 2:
mes "[Eckar Ellebird]";
mes "Very well. I hope that";
mes "you enjoy your time here";
mes "in the Monster Race Arena~.";
close;
}
close;
}
p_track01,39,49,3 script Game Guide#single 845,{
mes "[Game Guide]";
mes "Welcome to the";
mes "Monster Race Arena.";
mes "How can I help you?";
next;
switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) {
case 1:
mes "[Game Guide]";
mes "Monster Races originated from";
mes "simple children's games in which";
mes "Cute Pets would race against each other. This grew into an adult";
mes "pastime that is so popular, we've built a racing arena in Hugel.";
next;
mes "[Game Guide]";
mes "Our Monster Race Arena hosts";
mes "two types of monster races. First, we have the Single Monster Race,";
mes "in which those that wagered on the 1st place monster are rewarded.";
next;
mes "[Game Guide]";
mes "Then, we have the Dual Monster";
mes "Race in which the house odds and";
mes "rewards are greater than in Single";
mes "Monster Races: you must wager on";
mes "2 monsters, and they must place in.";
next;
mes "[Game Guide]";
mes "Although a small entrance";
mes "fee is required, we only use";
mes "the money to give rewards to";
mes "participants and maintain this";
mes "arena. Therefore, we're not";
mes "profiting from this enterprise.";
next;
mes "[Game Guide]";
mes "Also, we prohibit others";
mes "from making personal bets";
mes "and wagers, using items and";
mes "zeny, based on the outcomes";
mes "of these races. That kind of";
mes "gambling is illegal here.";
next;
mes "[Game Guide]";
mes "Once you enter the Race Arena,";
mes "you will receive a Racing Ticket.";
mes "Keep in mind that winning Racing";
mes "Tickets can only be exchanged for";
mes "Prize Medals during a 5 minute";
mes "window after the end of the race.";
next;
break;
case 2:
mes "[Game Guide]";
mes "Before placing a wager, you";
mes "must get a free Racing Ticket";
mes "from the Ticket Helper. There,";
mes "I've marked the Ticket Helper";
mes "on your Mini-Map, so you can";
mes "find him pretty easily.";
viewpoint 1,73,22,1,0xFFFF33;
next;
break;
case 3:
mes "[Game Guide]";
mes "If you wagered on the winner";
mes "of a Single Monster Race, or";
mes "on the 1st or 2nd place winners";
mes "in a Dual Monster Race, then";
mes "you can exchange your Racing";
mes "Ticket for Prize Medals.";
next;
mes "[Game Guide]";
mes "However, you must exchange";
mes "your Racing Ticket with the";
mes "Medal Distributor within the";
mes "5 minute window after the end";
mes "of the race. ^FF0000Your ticket becomes";
mes "void after these 5 minutes.^000000";
next;
mes "[Game Guide]";
mes "When this 5 minute window";
mes "elapses, you will be teleported";
mes "outside, and we will immediately";
mes "begin preparing for the next race. Make sure that you remember this";
mes "information when you wager.";
next;
mes "[Game Guide]";
mes "If you haven't received";
mes "your free Racing Ticket,";
mes "then please visit the Ticket";
mes "Helper. There, I've just marked";
mes "his location on your Mini-Map.";
viewpoint 1,67,45,2,0xFFCE63;
next;
break;
}
mes "[Game Guide]";
mes "Thank you, and";
mes "I hope you enjoy";
mes "your time here in the";
mes "Monster Racing Arena.";
close;
}
p_track01,56,38,0 script starting#1 -1,0,0,{
end;
OnDisable:
enablenpc "Luk#1";
enablenpc "Luk#2";
enablenpc "Luk#3";
enablenpc "Luk#4";
enablenpc "Luk#5";
enablenpc "Luk#6";
enablenpc "Tire#1";
enablenpc "Tire#2";
enablenpc "Tire#3";
enablenpc "Tire#4";
enablenpc "Tire#5";
enablenpc "Tire#6";
set $@mr_1_luk1,0;
set $@mr_1_tire1,0;
end;
OnInit:
disablenpc "starting#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track01,33,38,0 script Luk#1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,37,38,0 script Luk#2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,53,38,0 script Luk#3 -1,0,0,{
end;
OnInit:
disablenpc "Luk#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,45,38,0 script Luk#4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,49,38,0 script Luk#5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,41,38,0 script Luk#6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,43,38,0 script Tire#1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,39,38,0 script Tire#2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,35,38,0 script Tire#3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,55,38,0 script Tire#4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,51,38,0 script Tire#5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,47,38,0 script Tire#6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,56,36,0 script starting#2 -1,0,0,{
end;
OnDisable:
enablenpc "Luk2#1";
enablenpc "Luk2#2";
enablenpc "Luk2#3";
enablenpc "Luk2#4";
enablenpc "Luk2#5";
enablenpc "Luk2#6";
enablenpc "Tire2#1";
enablenpc "Tire2#2";
enablenpc "Tire2#3";
enablenpc "Tire2#4";
enablenpc "Tire2#5";
enablenpc "Tire2#6";
set $@mr_1_luk2,0;
set $@mr_1_tire2,0;
end;
OnInit:
disablenpc "starting#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track01,33,36,0 script Luk2#1 -1,0,0,{
end;
OnInit:
disablenpc "Luk2#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,37,36,0 script Luk2#2 -1,0,0,{
end;
OnInit:
disablenpc "Luk2#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,53,36,0 script Luk2#3 -1,0,0,{
end;
OnInit:
disablenpc "Luk2#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,45,36,0 script Luk2#4 -1,0,0,{
end;
OnInit:
disablenpc "Luk2#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,49,36,0 script Luk2#5 -1,0,0,{
end;
OnInit:
disablenpc "Luk2#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,41,36,0 script Luk2#6 -1,0,0,{
end;
OnInit:
disablenpc "Luk2#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,43,36,0 script Tire2#1 -1,0,0,{
end;
OnInit:
disablenpc "Tire2#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,39,36,0 script Tire2#2 -1,0,0,{
end;
OnInit:
disablenpc "Tire2#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,35,36,0 script Tire2#3 -1,0,0,{
end;
OnInit:
disablenpc "Tire2#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,55,36,0 script Tire2#4 -1,0,0,{
end;
OnInit:
disablenpc "Tire2#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,51,36,0 script Tire2#5 -1,0,0,{
end;
OnInit:
disablenpc "Tire2#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,47,36,0 script Tire2#6 -1,0,0,{
end;
OnInit:
disablenpc "Tire2#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,56,34,0 script starting#3 -1,0,0,{
end;
OnDisable:
enablenpc "Luk3#1";
enablenpc "Luk3#2";
enablenpc "Luk3#3";
enablenpc "Luk3#4";
enablenpc "Luk3#5";
enablenpc "Luk3#6";
enablenpc "Tire3#1";
enablenpc "Tire3#2";
enablenpc "Tire3#3";
enablenpc "Tire3#4";
enablenpc "Tire3#5";
enablenpc "Tire3#6";
set $@mr_1_luk3,0;
set $@mr_1_tire3,0;
end;
OnInit:
disablenpc "starting#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track01,33,34,0 script Luk3#1 -1,0,0,{
end;
OnInit:
disablenpc "Luk3#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,37,34,0 script Luk3#2 -1,0,0,{
end;
OnInit:
disablenpc "Luk3#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,53,34,0 script Luk3#3 -1,0,0,{
end;
OnInit:
disablenpc "Luk3#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,45,34,0 script Luk3#4 -1,0,0,{
end;
OnInit:
disablenpc "Luk3#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,49,34,0 script Luk3#5 -1,0,0,{
end;
OnInit:
disablenpc "Luk3#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,41,34,0 script Luk3#6 -1,0,0,{
end;
OnInit:
disablenpc "Luk3#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,43,34,0 script Tire3#1 -1,0,0,{
end;
OnInit:
disablenpc "Tire3#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,39,34,0 script Tire3#2 -1,0,0,{
end;
OnInit:
disablenpc "Tire3#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,35,34,0 script Tire3#3 -1,0,0,{
end;
OnInit:
disablenpc "Tire3#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,55,34,0 script Tire3#4 -1,0,0,{
end;
OnInit:
disablenpc "Tire3#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,51,34,0 script Tire3#5 -1,0,0,{
end;
OnInit:
disablenpc "Tire3#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,47,34,0 script Tire3#6 -1,0,0,{
end;
OnInit:
disablenpc "Tire3#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,56,32,0 script starting#4 -1,0,0,{
end;
OnDisable:
enablenpc "starting#4";
enablenpc "Luk4#1";
enablenpc "Luk4#2";
enablenpc "Luk4#3";
enablenpc "Luk4#4";
enablenpc "Luk4#5";
enablenpc "Luk4#6";
enablenpc "Tire4#1";
enablenpc "Tire4#2";
enablenpc "Tire4#3";
enablenpc "Tire4#4";
enablenpc "Tire4#5";
enablenpc "Tire4#6";
set $@mr_1_luk4,0;
set $@mr_1_tire4,0;
end;
OnInit:
disablenpc "starting#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track01,33,32,0 script Luk4#1 -1,0,0,{
end;
OnInit:
disablenpc "Luk4#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,37,32,0 script Luk4#2 -1,0,0,{
end;
OnInit:
disablenpc "Luk4#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,53,32,0 script Luk4#3 -1,0,0,{
end;
OnInit:
disablenpc "Luk4#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,45,32,0 script Luk4#4 -1,0,0,{
end;
OnInit:
disablenpc "Luk4#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,49,32,0 script Luk4#5 -1,0,0,{
end;
OnInit:
disablenpc "Luk4#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,41,32,0 script Luk4#6 -1,0,0,{
end;
OnInit:
disablenpc "Luk4#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,43,32,0 script Tire4#1 -1,0,0,{
end;
OnInit:
disablenpc "Tire4#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,39,32,0 script Tire4#2 -1,0,0,{
end;
OnInit:
disablenpc "Tire4#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,35,32,0 script Tire4#3 -1,0,0,{
end;
OnInit:
disablenpc "Tire4#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,55,32,0 script Tire4#4 -1,0,0,{
end;
OnInit:
disablenpc "Tire4#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,51,32,0 script Tire4#5 -1,0,0,{
end;
OnInit:
disablenpc "Tire4#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,47,32,0 script Tire4#6 -1,0,0,{
end;
OnInit:
disablenpc "Tire4#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,56,30,0 script starting#5 -1,0,0,{
end;
OnDisable:
enablenpc "Luk5#1";
enablenpc "Luk5#2";
enablenpc "Luk5#3";
enablenpc "Luk5#4";
enablenpc "Luk5#5";
enablenpc "Luk5#6";
enablenpc "Tire5#1";
enablenpc "Tire5#2";
enablenpc "Tire5#3";
enablenpc "Tire5#4";
enablenpc "Tire5#5";
enablenpc "Tire5#6";
set $@mr_1_luk5,0;
set $@mr_1_tire5,0;
end;
OnInit:
disablenpc "starting#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track01,33,30,0 script Luk5#1 -1,0,0,{
end;
OnInit:
disablenpc "Luk5#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,37,30,0 script Luk5#2 -1,0,0,{
end;
OnInit:
disablenpc "Luk5#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,53,30,0 script Luk5#3 -1,0,0,{
end;
OnInit:
disablenpc "Luk5#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,45,30,0 script Luk5#4 -1,0,0,{
end;
OnInit:
disablenpc "Luk5#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,49,30,0 script Luk5#5 -1,0,0,{
end;
OnInit:
disablenpc "Luk5#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,41,30,0 script Luk5#6 -1,0,0,{
end;
OnInit:
disablenpc "Luk5#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,43,30,0 script Tire5#1 -1,0,0,{
end;
OnInit:
disablenpc "Tire5#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,39,30,0 script Tire5#2 -1,0,0,{
end;
OnInit:
disablenpc "Tire5#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,35,30,0 script Tire5#3 -1,0,0,{
end;
OnInit:
disablenpc "Tire5#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,55,30,0 script Tire5#4 -1,0,0,{
end;
OnInit:
disablenpc "Tire5#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,51,30,0 script Tire5#5 -1,0,0,{
end;
OnInit:
disablenpc "Tire5#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,47,30,0 script Tire5#6 -1,0,0,{
end;
OnInit:
disablenpc "Tire5#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,56,28,0 script starting#6 -1,0,0,{
end;
OnDisable:
enablenpc "Luk6#1";
enablenpc "Luk6#2";
enablenpc "Luk6#3";
enablenpc "Luk6#4";
enablenpc "Luk6#5";
enablenpc "Luk6#6";
enablenpc "Tire6#1";
enablenpc "Tire6#2";
enablenpc "Tire6#3";
enablenpc "Tire6#4";
enablenpc "Tire6#5";
enablenpc "Tire6#6";
set $@mr_1_luk6,0;
set $@mr_1_tire6,0;
end;
OnInit:
disablenpc "starting#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track01,33,28,0 script Luk6#1 -1,0,0,{
end;
OnInit:
disablenpc "Luk6#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,37,28,0 script Luk6#2 -1,0,0,{
end;
OnInit:
disablenpc "Luk6#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,53,28,0 script Luk6#3 -1,0,0,{
end;
OnInit:
disablenpc "Luk6#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,45,28,0 script Luk6#4 -1,0,0,{
end;
OnInit:
disablenpc "Luk6#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track01,49,28,0 script Luk6#5 -1,0,0,{
end;
OnInit:
disablenpc "Luk6#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,41,28,0 script Luk6#6 -1,0,0,{
end;
OnInit:
disablenpc "Luk6#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track01,43,28,0 script Tire6#1 -1,0,0,{
end;
OnInit:
disablenpc "Tire6#1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,39,28,0 script Tire6#2 -1,0,0,{
end;
OnInit:
disablenpc "Tire6#2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,35,28,0 script Tire6#3 -1,0,0,{
end;
OnInit:
disablenpc "Tire6#3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,55,28,0 script Tire6#4 -1,0,0,{
end;
OnInit:
disablenpc "Tire6#4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,51,28,0 script Tire6#5 -1,0,0,{
end;
OnInit:
disablenpc "Tire6#5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track01,47,28,0 script Tire6#6 -1,0,0,{
end;
OnInit:
disablenpc "Tire6#6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
//============================================================
// Monstrer Race - Dual Monster Race
//============================================================
hugel,47,56,0 script #race_timer2-1 -1,{
OnInit:
enablenpc "#race_timer2-1";
set $@mon_time_2_1,2;
initnpctimer;
end;
OnEnable:
enablenpc "#race_timer2-1";
set $@mon_time_2_1,2;
initnpctimer;
end;
OnDisable:
disablenpc "#race_timer2-1";
stopnpctimer;
end;
OnTimer10000:
mapannounce "hugel","The Dual Monster Race will soon begin. We hope to see many of you participate!",bc_map,"0xffb6c1";
end;
OnTimer30000:
mapannounce "hugel","The Dual Monster Race Arena has just opened.",bc_map,"0xffb6c1";
set $@mon_time_2_1,1;
donpcevent "#race_timer2-2::OnEnable";
enablenpc "Ticket Helper#2";
donpcevent "TrapGlobal#race02::OnEnable";
end;
OnTimer90000:
mapannounce "hugel","The Dual Monster Race arena is now open. Participants should enter the Arena as soon as they can.",bc_map,"0xffb6c1";
end;
OnTimer210000:
mapannounce "hugel","The entrance to the Dual Monster Race Arena will close shortly. Participants, please enter the arena now.",bc_map,"0xffb6c1";
end;
OnTimer270000:
mapannounce "hugel","The Dual Monster Race Arena's entrance will soon close.",bc_map,"0xffb6c1";
end;
OnTimer272000:
mapannounce "hugel","Participants, please enter the Arena before the doors close.",bc_map,"0xffb6c1";
end;
OnTimer330000:
mapannounce "hugel","The race is now starting. If you missed your chance to enter this race, please try again next time~!",bc_map,"0xffb6c1";
set $@mon_time_2_1,0;
donpcevent "#race_timer2-1::OnDisable";
stopnpctimer;
end;
}
p_track02,42,23,0 script #race_timer2-2 -1,{
OnInit:
disablenpc "#race_timer2-2";
set $@mon_time_2_2,0;
end;
OnEnable:
enablenpc "#race_timer2-2";
set $@mon_time_2_2,0;
initnpctimer;
end;
OnDisable:
disablenpc "#race_timer2-2";
stopnpctimer;
end;
OnTimer5000:
mapannounce "p_track02","Welcome to the Monster Race Arena.",bc_map,"0x87ceeb";
end;
OnTimer7000:
mapannounce "p_track02","Feel free to inquire at the help desk whenever you have questions.",bc_map,"0x87ceeb";
end;
OnTimer120000:
mapannounce "p_track02","The Dual Monster Race will start in 3 minutes.",bc_map,"0x87ceeb";
end;
OnTimer122000:
mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
end;
OnTimer240000:
mapannounce "p_track02","The Dual Monster Race will start shortly.",bc_map,"0x87ceeb";
end;
OnTimer242000:
mapannounce "p_track02","Please ask a Ticket Helper if you wish to wager on the race.",bc_map,"0x87ceeb";
end;
OnTimer300000:
mapannounce "p_track02","The Monster Race is starting now. Good luck, everybody!",bc_map,"0x87ceeb";
set $@mon_time_2_2,1;
set $@mon_race_2_1,0;
set $@mon_race_2_2,0;
disablenpc "Ticket Helper#2";
donpcevent "#poring1::OnEnable";
donpcevent "#lunatic1::OnEnable";
donpcevent "#savagebebe1::OnEnable";
donpcevent "#desertwolf1::OnEnable";
donpcevent "#deviruchi1::OnEnable";
donpcevent "#baphomet1::OnEnable";
stopnpctimer;
end;
}
p_track02,80,43,0 script #race_timer2-3 -1,{
OnInit:
disablenpc "#race_timer2-3";
end;
OnEnable:
enablenpc "#race_timer2-3";
initnpctimer;
end;
OnDisable:
disablenpc "#race_timer2-3";
stopnpctimer;
end;
OnTimer3000:
mapannounce "p_track02","The Monster Race is finished! Congratulations to all the winners!",bc_map,"0xFFFF00";
end;
OnTimer6000:
mapannounce "p_track02","Please give your Racing Ticket to the Medal Distributor if you bet on the winning monster.",bc_map,"0xFFFF00";
end;
OnTimer9000:
mapannounce "p_track02","You have 5 minutes to exchange a winning ticket for Prize Medals from the Medal Distributor.",bc_map,"0xFFFF00";
end;
OnTimer12000:
mapannounce "p_track02","All tickets become void after this 5 minute period, so winners should claim their prize now.",bc_map,"0xFFFF00";
end;
OnTimer15000:
mapannounce "p_track02","Please leave the Race Arena before this 5 minute period elapses. Thank you.",bc_map,"0xFFFF00";
end;
OnTimer240000:
mapannounce "p_track02","Attention. We will being preparing for the next race shortly...",bc_map,"0xFFFF00";
end;
OnTimer243000:
mapannounce "p_track02","We will close the Racing Arena in 1 minute to prepare for the next race.",bc_map,"0xFFFF00";
end;
OnTimer246000:
mapannounce "p_track02","Participants in the last race should leave the arena as soon as possible.",bc_map,"0xFFFF00";
end;
OnTimer249000:
mapannounce "p_track02","Thank you for your cooperation.",bc_map,"0xFFFF00";
end;
OnTimer252000:
mapannounce "p_track02","We hope that you enjoyed the Monster Race arena. Come back again soon~",bc_map,"0xFFFF00";
end;
OnTimer300000:
mapwarp "p_track02","hugel",63,73;
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-1::OnEnable";
set $@mon_race_2_1,0;
set $@mon_race_2_2,0;
donpcevent "#race_timer2-3::OnDisable";
stopnpctimer;
end;
}
hugel,62,69,1 script Eckar Erenes#double 798,{
mes "[Eckar Erenes]";
mes "Welcome to the";
mes "Monster Race Arena,";
mes "the pride and joy of";
mes "the village of Hugel!";
mes "How may I help you?";
next;
if (select("Monster Race Info:Enter Monster Race") == 1) {
mes "[Eckar Erenes]";
mes "Monster Races originated from";
mes "simple children's games in which";
mes "Cute Pets would race against each other. This grew into an adult";
mes "pastime that is so popular, we've built a racing arena in Hugel.";
next;
mes "[Eckar Erenes]";
mes "Our Monster Race Arena hosts";
mes "two types of monster races. First, we have the Single Monster Race,";
mes "in which those that wagered on the 1st place monster are rewarded.";
next;
mes "[Eckar Erenes]";
mes "Then, we have the Dual Monster";
mes "Race in which the house odds and";
mes "rewards are greater than in Single";
mes "Monster Races: you must wager on";
mes "2 monsters, and they must place in.";
next;
mes "[Eckar Erenes]";
mes "Although a small entrance";
mes "fee is required, we only use";
mes "the money to give rewards to";
mes "participants and maintain this";
mes "arena. Therefore, we're not";
mes "profiting from this enterprise.";
next;
mes "[Eckar Erenes]";
mes "Also, we prohibit others";
mes "from making personal bets";
mes "and wagers, using items and";
mes "zeny, based on the outcomes";
mes "of these races. That kind of";
mes "gambling is illegal here.";
next;
mes "[Eckar Erenes]";
mes "Once you enter the Race Arena,";
mes "you will receive a Racing Ticket.";
mes "Keep in mind that winning Racing";
mes "Tickets can only be exchanged for";
mes "Prize Medals during a 5 minute";
mes "window after the end of the race.";
next;
}
mes "[Eckar Erenes]";
mes "The entrance fee for all races";
mes "in the Monster Race Arena is";
mes "2,000 zeny. If you'd like to wager on a Single Monster Race";
mes "then please ask my brother";
mes "Ellebird to help you.";
next;
mes "[Eckar Erenes]";
mes "Otherwise, I'll help get you";
mes "started if you're interested";
mes "in a Dual Monster Race.";
mes "Would you like to wager";
mes "on a Dual Monster Race?";
next;
switch(select("Yes, please.:No, thanks.")) {
case 1:
if (checkweight(909,700) == 0) {
mes "[Eckar Erenes]";
mes "Hmm... You're toting";
mes "too many things with you";
mes "right now. You better put";
mes "some of your stuff away in";
mes "Kafra Storage before you can";
mes "wager on any monster races.";
close;
}
if (Zeny > 1999) {
if (countitem(7514) > 0) {
mes "[Eckar Erenes]";
mes "Hm? What are you doing";
mes "with an expired Racing Ticket?";
mes "Well, I better get rid of it for";
mes "you before it can get mixed up";
mes "with your new Racing Ticket.";
delitem 7514,1; //Monster_Ticket
next;
if ($@mon_time_2_1 == 1) {
mes "[Eckar Erenes]";
mes "Thanks, I hope that";
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
set zeny,zeny-2000;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
warp "p_track02",75,41;
end;
}
else if ($@mon_time_2_1 == 2) {
mes "[Eckar Erenes]";
mes "We're still finishing our";
mes "preparations for the next";
mes "Double Monster Race, so";
mes "we ask that you please";
mes "wait a little while longer.";
close;
}
else {
if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) {
mes "[Eckar Erenes]";
mes "Right now, a Monster Race";
mes "is in progress. It's too late to";
mes "place a wager, but if you'd like";
mes "to watch, the fee is 500 zeny";
mes "for spectators. Would you like";
mes "to enter the Monster Race Arena?";
next;
switch(select("Yes:No, thanks")) {
case 1:
if (Zeny > 499) {
mes "[Eckar Erenes]";
mes "Thanks, I hope that";
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
set zeny,zeny-500;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
warp "p_track02",75,41;
end;
}
else {
mes "[Eckar Erenes]";
mes "I'm sorry, but you";
mes "don't have enough";
mes "money to pay the";
mes "2,000 zeny entrance fee.";
close;
}
case 2:
mes "[Eckar Erenes]";
mes "Alright, then. If you'd like";
mes "to wager on a monster";
mes "race, please wait for the";
mes "current race to finish. I hope";
mes "that you enjoy your time here";
mes "in the Monster Race Arena~";
close;
}
}
else {
mes "[Eckar Erenes]";
mes "I'm sorry, but a monster";
mes "race has just ended, so we're";
mes "having the 5 minute period in";
mes "which the winners can claim";
mes "their Prize Medals. The gate";
mes "will open soon, so please wait.";
close;
}
}
}
else {
if ($@mon_time_2_1 == 1) {
mes "[Eckar Erenes]";
mes "Thanks, I hope that";
mes "you enjoy this race.";
mes "Let me guide you now";
mes "to the Monster Race Arena.";
set zeny,zeny-2000;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
warp "p_track02",75,41;
end;
}
else if ($@mon_time_2_1 == 2) {
mes "[Eckar Erenes]";
mes "We're still finishing our";
mes "preparations for the next";
mes "Double Monster Race, so";
mes "we ask that you please";
mes "wait a little while longer.";
close;
}
else {
if (($@mon_time_2_1 == 0) || ($@mon_time_2_2 == 0)) {
mes "[Eckar Erenes]";
mes "Right now, a Monster Race";
mes "is in progress. It's too late to";
mes "place a wager, but if you'd like";
mes "to watch, the fee is 500 zeny";
mes "for spectators. Would you like";
mes "to enter the Monster Race Arena?";
next;
switch(select("Enter:Cancel")) {
case 1:
if (Zeny > 499) {
mes "[Eckar Erenes]";
mes "Thank you~";
mes "I hope you enjoy.";
mes "watching this race!";
set zeny,zeny-500;
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
warp "p_track02",75,41;
end;
}
else {
mes "[Eckar Erenes]";
mes "I'm sorry, but you";
mes "don't have enough";
mes "money to pay the";
mes "2,000 zeny entrance fee.";
close;
}
case 2:
mes "[Eckar Erenes]";
mes "Alright, then. If you'd like";
mes "to wager on a monster";
mes "race, please wait for the";
mes "current race to finish. I hope";
mes "that you enjoy your time here";
mes "in the Monster Race Arena~";
close;
}
}
else {
mes "[Eckar Erenes]";
mes "I'm sorry, but a monster";
mes "race has just ended, so we're";
mes "having the 5 minute period in";
mes "which the winners can claim";
mes "their Prize Medals. The gate";
mes "will open soon, so please wait.";
close;
}
}
}
}
else {
mes "[Eckar Erenes]";
mes "I'm sorry, but you";
mes "don't have enough";
mes "money to pay the";
mes "2,000 zeny entrance fee.";
close;
}
case 2:
mes "[Eckar Erenes]";
mes "Very well. I hope that";
mes "you enjoy your time here";
mes "in the Monster Race Arena~.";
close;
}
}
p_track02,73,22,1 script Ticket Helper#2 899,{
if (checkweight(908,200) == 0) {
mes "[Ticket Helper]";
mes "Welcome to the";
mes "Monster Race Arena.";
mes "If you'd like to participate";
mes "in the ^3131FFDouble Monster Race^000000,";
mes "then please select 1 out of";
mes "the 6 monsters from the list";
next;
mes "[Ticket Helper]";
mes "Wait, wait...";
mes "I can't give you";
mes "anything right now.";
mes "You're carrying way";
mes "too many things.";
close;
}
if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Ticket Helper]";
mes "Hello there!";
mes "Interested in wagering on";
mes "the Dual Monster Race?";
mes "I'm here to help you if you've";
mes "got any questions, or if you";
mes "want to place your wager.";
next;
switch(select("Check Monster Status:Wager on Race:Monster Race?:Cancel")) {
case 1:
mes "Monster 1 [^CC6600Luck^000000: " + $@mon_r02_Luk1 + "] [^EE0000HP^000000: " + $@mon_r02_tire1 + "]";
mes "Monster 2 [^CC6600Luck^000000: " + $@mon_r02_Luk2 + "] [^EE0000HP^000000: " + $@mon_r02_Tire2 + "]";
mes "Monster 3 [^CC6600Luck^000000: " + $@mon_r02_Luk3 + "] [^EE0000HP^000000: " + $@mon_r02_Tire3 + "]";
mes "Monster 4 [^CC6600Luck^000000: " + $@mon_r02_Luk4 + "] [^EE0000HP^000000: " + $@mon_r02_Tire4 + "]";
mes "Monster 5 [^CC6600Luck^000000: " + $@mon_r02_Luk5 + "] [^EE0000HP^000000: " + $@mon_r02_Tire5 + "]";
mes "Monster 6 [^CC6600Luck^000000: " + $@mon_r02_Luk6 + "] [^EE0000HP^000000: " + $@mon_r02_Tire6 + "]";
close;
case 2:
mes "[Ticket Helper]";
mes "Alright, please choose which";
mes "two monsters that you think";
mes "will win 1st and 2nd place.";
mes "If both your monsters come";
mes "in 1st and 2nd, in any order,";
mes "you'll win the wager.";
next;
mes "[Ticket Helper]";
mes "Now, please tell me";
mes "your first choice for one";
mes "of the monsters that";
mes "will win this race.";
next;
switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5:Monster 6")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 1^000000, a friendly";
mes "Poring type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Ticket Helper]";
mes "Now, please make.....l...your second choice.....l...for the monster that.....l...you think will place...!.l...1st or 2nd in this race.";
next;
switch(select("Monster 2:Monster 3:Monster 4:Monster 5:Monster 6:")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 2^000000, an adorable";
mes "Lunatic type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 1^000000 and ^0000FFMonster 2^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,1;
set monster_race_2_2,2;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 3^000000, a darling";
mes "Savage Bebe monster.";
mes "Are you sure you want";
mes "to choose this monster?.";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 1^000000 and ^0000FFMonster 3^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,1;
set monster_race_2_2,3;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 4^000000, a gentle Baby";
mes "Desert Wolf monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 1^000000 and ^0000FFMonster 4^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,1;
set monster_race_2_2,4;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
break;
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 5^000000, a small, yet";
mes "demonic, Deviruchi.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 1^000000 and ^0000FFMonster 5^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,1;
set monster_race_2_2,5;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 6^000000, a naughty";
mes "Baphomet Jr. monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 1^000000 and ^0000FFMonster 6^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,1;
set monster_race_2_2,6;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 2^000000, an adorable";
mes "Lunatic type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Ticket Helper]";
mes "Please choose your";
mes "second monster";
next;
switch(select("Monster 1:Monster 3:Monster 4:Monster 5:Monster 6")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 1^000000, a friendly";
mes "Poring type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 2^000000 and ^0000FFMonster 1^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,2;
set monster_race_2_2,1;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 3^000000, a darling";
mes "Savage Bebe monster.";
mes "Are you sure you want";
mes "to choose this monster?.";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 2^000000 and ^0000FFMonster 3^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,2;
set monster_race_2_2,3;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 4^000000, a gentle Baby";
mes "Desert Wolf monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 2^000000 and ^0000FFMonster 4^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,2;
set monster_race_2_2,4;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 5^000000, a small, yet";
mes "demonic, Deviruchi.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 2^000000 and ^0000FFMonster 5^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,2;
set monster_race_2_2,5;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 6^000000, a naughty";
mes "Baphomet Jr. monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 2^000000 and ^0000FFMonster 6^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,2;
set monster_race_2_2,6;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 3^000000, a darling";
mes "Savage Bebe monster.";
mes "Are you sure you want";
mes "to choose this monster?.";
next;
switch(select("Yes:No")) {
case 1:
mes "[Ticket Helper]";
mes "Please choose your";
mes "second monster";
next;
switch(select("Monster 1:Monster 2:Monster 4:Monster 5:Monster 6")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 1^000000, a friendly";
mes "Poring type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 3^000000 and ^0000FFMonster 1^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,3;
set monster_race_2_2,1;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 2^000000, an adorable";
mes "Lunatic type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 3^000000 and ^0000FFMonster 2^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,3;
set monster_race_2_2,2;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 4^000000, a gentle Baby";
mes "Desert Wolf monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 3^000000 and ^0000FFMonster 4^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,3;
set monster_race_2_2,4;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 5^000000, a small, yet";
mes "demonic, Deviruchi.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 3^000000 and ^0000FFMonster 5^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,3;
set monster_race_2_2,5;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 6^000000, a naughty";
mes "Baphomet Jr. monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 3^000000 and ^0000FFMonster 6^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,3;
set monster_race_2_2,6;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 4^000000, a gentle Baby";
mes "Desert Wolf monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Ticket Helper]";
mes "Please choose your";
mes "second monster";
next;
switch(select("Monster 1:Monster 2:Monster 3:Monster 5:Monster 6")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 1^000000, a friendly";
mes "Poring type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 4^000000 and ^0000FFMonster 1^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,4;
set monster_race_2_2,1;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 2^000000, an adorable";
mes "Lunatic type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 4^000000 and ^0000FFMonster 2^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,4;
set monster_race_2_2,2;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 3^000000, a darling";
mes "Savage Bebe monster.";
mes "Are you sure you want";
mes "to choose this monster?.";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 4^000000 and ^0000FFMonster 3^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,4;
set monster_race_2_2,3;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
break;
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 5^000000, a small, yet";
mes "demonic, Deviruchi.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 4^000000 and ^0000FFMonster 5^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,4;
set monster_race_2_2,5;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 6^000000, a naughty";
mes "Baphomet Jr. monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 4^000000 and ^0000FFMonster 6^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,4;
set monster_race_2_2,6;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 5^000000, a small, yet";
mes "demonic, Deviruchi.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Ticket Helper]";
mes "Please choose your";
mes "second monster";
next;
switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 6")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 1^000000, a friendly";
mes "Poring type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 5^000000 and ^0000FFMonster 1^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,5;
set monster_race_2_2,1;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 2^000000, an adorable";
mes "Lunatic type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 5^000000 and ^0000FFMonster 2^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,5;
set monster_race_2_2,2;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 3^000000, a darling";
mes "Savage Bebe monster.";
mes "Are you sure you want";
mes "to choose this monster?.";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 5^000000 and ^0000FFMonster 3^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,5;
set monster_race_2_2,3;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 4^000000, a gentle Baby";
mes "Desert Wolf monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 5^000000 and ^0000FFMonster 4^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,5;
set monster_race_2_2,4;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 6^000000, a naughty";
mes "Baphomet Jr. monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 5^000000 and ^0000FFMonster 6^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,5;
set monster_race_2_2,6;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 6:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 6^000000, a naughty";
mes "Baphomet Jr. monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Ticket Helper]";
mes "Please choose your";
mes "second monster";
next;
switch(select("Monster 1:Monster 2:Monster 3:Monster 4:Monster 5")) {
case 1:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 1^000000, a friendly";
mes "Poring type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 6^000000 and ^0000FFMonster 1^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,6;
set monster_race_2_2,1;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 2^000000, an adorable";
mes "Lunatic type monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 6^000000 and ^0000FFMonster 2^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,6;
set monster_race_2_2,2;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 3:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 3^000000, a darling";
mes "Savage Bebe monster.";
mes "Are you sure you want";
mes "to choose this monster?.";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 6^000000 and ^0000FFMonster 3^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,6;
set monster_race_2_2,3;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 4:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 4^000000, a gentle Baby";
mes "Desert Wolf monster.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 6^000000 and ^0000FFMonster 4^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,6;
set monster_race_2_2,4;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
case 5:
mes "[Ticket Helper]";
mes "You've chosen";
mes "^0000FFMonster 5^000000, a small, yet";
mes "demonic, Deviruchi.";
mes "Are you sure you want";
mes "to choose this monster?";
next;
switch(select("Yes:No")) {
case 1:
if ($@mon_time_2_2 == 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster 6^000000 and ^0000FFMonster 5^000000";
mes "to win this race. Good luck!";
mes "I really hope that the odds";
mes "work out in your favor~";
emotion e_kis;
set monster_race_2_1,6;
set monster_race_2_2,5;
getitem 7514,1; //Monster_Ticket
close;
}
else {
mes "[Ticket Helper]";
mes "I'm very sorry, but a";
mes "monster race is underway.";
mes "Please wait, and then place";
mes "your wager for the next race.";
close;
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 2:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
case 3:
mes "[Ticket Helper]";
mes "Monster Races originated from";
mes "simple children's games in which";
mes "Cute Pets would race against each other. This grew into an adult";
mes "pastime that is so popular, we've built a racing arena in Hugel.";
next;
mes "[Ticket Helper]";
mes "Our Monster Race Arena hosts";
mes "two types of monster races. First, we have the Single Monster Race,";
mes "in which those that wagered on the 1st place monster are rewarded.";
next;
mes "[Ticket Helper]";
mes "Then, we have the Dual Monster";
mes "Race in which those that wagered";
mes "on the 1st and 2nd place monsters";
mes "are equally rewarded. The house";
mes "odds and wager rewards are greater in Dual Races than Single Races.";
next;
mes "[Ticket Helper]";
mes "Although a small entrance";
mes "fee is required, we only use";
mes "the money to give rewards to";
mes "participants and maintain this";
mes "arena. Therefore, we're not";
mes "profiting from this enterprise.";
next;
mes "[Ticket Helper]";
mes "Also, we prohibit others";
mes "from making personal bets";
mes "and wagers, using items and";
mes "zeny, based on the outcomes";
mes "of these races. That kind of";
mes "gambling is illegal here.";
next;
mes "[Ticket Helper]";
mes "Once you enter the Race Arena,";
mes "you will receive a Racing Ticket.";
mes "Keep in mind that winning Racing";
mes "Tickets can only be exchanged for";
mes "Prize Medals during a 5 minute";
mes "window after the end of the race.";
next;
mes "[Ticket Helper]";
mes "You're already here";
mes "inside the Monster Race";
mes "Arena, so you may as well";
mes "try placing a wager. It's";
mes "more fun than you'd think~";
close;
case 4:
mes "[Ticket Helper]";
mes "You have canceled";
mes "your wager. Okay,";
mes "I understand. Perhaps";
mes "you'd feel more comfortable";
mes "checking the monsters first?";
close;
}
}
else {
if (countitem(7514) > 0) {
mes "[Ticket Helper]";
mes "You've wagered on";
mes "^0000FFMonster " + monster_race_2_1 + "^000000 and ^0000FFMonster " + monster_race_2_2 + "^000000";
mes "for this Dual Monster Race.";
next;
mes "[Ticket Helper]";
mes "The start of the race will be";
mes "announced through a broadcast.";
mes "You can refer to your Mini-Map";
mes "to track the monsters' race";
mes "positions. Thank you, and";
mes "have a good time!";
viewpoint 1,43,35,0,0xFFFF00;
close;
}
else {
mes "[Ticket Helper]";
mes "There will be broadcasting service";
mes "at the beginning of the competition.";
mes "If you wish to watch the match,";
mes "please proceed to the location indicated in the map.";
mes "Good luck.";
viewpoint 1,43,35,0,0xFFFF00;
close;
}
}
OnInit:
disablenpc "Ticket Helper#2";
end;
}
p_track02,39,49,3 script Game Guide#double 845,{
mes "[Game Guide]";
mes "Welcome to the";
mes "Monster Race Arena.";
mes "How can I help you?";
next;
switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) {
case 1:
mes "[Game Guide]";
mes "Monster Races originated from";
mes "simple children's games in which";
mes "Cute Pets would race against each other. This grew into an adult";
mes "pastime that is so popular, we've built a racing arena in Hugel.";
next;
mes "[Game Guide]";
mes "Our Monster Race Arena hosts";
mes "two types of monster races. First, we have the Single Monster Race,";
mes "in which those that wagered on the 1st place monster are rewarded.";
next;
mes "[Game Guide]";
mes "Then, we have the Dual Monster";
mes "Race in which the house odds and";
mes "rewards are greater than in Single";
mes "Monster Races: you must wager on";
mes "2 monsters, and they must place in.";
next;
mes "[Game Guide]";
mes "Although a small entrance";
mes "fee is required, we only use";
mes "the money to give rewards to";
mes "participants and maintain this";
mes "arena. Therefore, we're not";
mes "profiting from this enterprise.";
next;
mes "[Game Guide]";
mes "Also, we prohibit others";
mes "from making personal bets";
mes "and wagers, using items and";
mes "zeny, based on the outcomes";
mes "of these races. That kind of";
mes "gambling is illegal here.";
next;
mes "[Game Guide]";
mes "Once you enter the Race Arena,";
mes "you will receive a Racing Ticket.";
mes "Keep in mind that winning Racing";
mes "Tickets can only be exchanged for";
mes "Prize Medals during a 5 minute";
mes "window after the end of the race.";
next;
break;
case 2:
mes "[Game Guide]";
mes "Before placing a wager, you";
mes "must get a free Racing Ticket";
mes "from the Ticket Helper. There,";
mes "I've marked the Ticket Helper";
mes "on your Mini-Map, so you can";
mes "find him pretty easily.";
viewpoint 1,73,22,1,0xFFFF33;
next;
break;
case 3:
mes "[Game Guide]";
mes "If you wagered on the winner";
mes "of a Single Monster Race, or";
mes "on the 1st or 2nd place winners";
mes "in a Dual Monster Race, then";
mes "you can exchange your Racing";
mes "Ticket for Prize Medals.";
next;
mes "[Game Guide]";
mes "However, you must exchange";
mes "your Racing Ticket with the";
mes "Medal Distributor within the";
mes "5 minute window after the end";
mes "of the race. ^FF0000Your ticket becomes";
mes "void after these 5 minutes.^000000";
next;
mes "[Game Guide]";
mes "When this 5 minute window";
mes "elapses, you will be teleported";
mes "outside, and we will immediately";
mes "begin preparing for the next race. Make sure that you remember this";
mes "information when you wager.";
next;
mes "[Game Guide]";
mes "If you haven't received";
mes "your free Racing Ticket,";
mes "then please visit the Ticket";
mes "Helper. There, I've just marked";
mes "his location on your Mini-Map.";
viewpoint 1,67,45,2,0xFFCE63;
next;
break;
}
mes "[Game Guide]";
mes "Thank you, and";
mes "I hope you enjoy";
mes "your time here in the";
mes "Monster Racing Arena.";
close;
}
p_track02,67,45,5 script Medal Distributor#medal 845,{
if (checkweight(909,20) == 0) {
mes "[Medal Distributor]";
mes "Before exchanging";
mes "please take off some of the things that you're carrying.";
close;
}
if (countitem(7514) > 0) {
mes "[Medal Distributor]";
mes "I am the Redemption Service Staff";
mes "who will give the winner medals and ticket";
mes "to the participants who";
mes "make the correct guess";
mes "for the Monster Race.";
next;
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
mes "You can take the medal and";
mes "find Wayne in Hugel to retrieve your prizes.";
next;
mes "[Medal Distributor]";
mes "Do you want to show me your ticket?";
next;
if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 2)) || (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 1)) {
if ((monster_race_2_1 == 1) && (monster_race_2_2 == 2)) || ((monster_race_2_1 == 2) && (monster_race_2_2 == 1)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 1)) {
if ((monster_race_2_1 == 1) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 1)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 1)) {
if ((monster_race_2_1 == 1) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 1)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 1)) {
if ((monster_race_2_1 == 1) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 1)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 1) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 1)) {
if ((monster_race_2_1 == 1) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 1)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 3)) || (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 2)) {
if ((monster_race_2_1 == 2) && (monster_race_2_2 == 3)) || ((monster_race_2_1 == 3) && (monster_race_2_2 == 2)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 2)) {
if ((monster_race_2_1 == 2) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 2)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 2)) {
if ((monster_race_2_1 == 2) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 2)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 2) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 2)) {
if ((monster_race_2_1 == 2) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 2)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 4)) || (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 3)) {
if ((monster_race_2_1 == 3) && (monster_race_2_2 == 4)) || ((monster_race_2_1 == 4) && (monster_race_2_2 == 3)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 3)) {
if ((monster_race_2_1 == 3) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 3)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 3) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 3)) {
if ((monster_race_2_1 == 3) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 3)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 5)) || (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 4)) {
if ((monster_race_2_1 == 4) && (monster_race_2_2 == 5)) || ((monster_race_2_1 == 5) && (monster_race_2_2 == 4)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 4) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 4)) {
if ((monster_race_2_1 == 4) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 4)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else if (($@mon_race_2_1 == 5) && ($@mon_race_2_2 == 6)) || (($@mon_race_2_1 == 6) && ($@mon_race_2_2 == 5)) {
if ((monster_race_2_1 == 5) && (monster_race_2_2 == 6)) || ((monster_race_2_1 == 6) && (monster_race_2_2 == 5)) {
mes "[Medal Distributor]";
mes "Congratulations! You have won!";
mes "It's really hard to win the Double Monster Race.";
mes "You're really amazing!";
mes "Do you wish to redeem your ticket now?";
next;
switch(select("Yes:Maybe later")) {
case 1:
mes "[Medal Distributor]";
mes "I will confirm your ticket now.";
mes "Hmm, the winning monster for this round...";
mes "Yup! That's right!";
mes "Congratulations again!";
next;
mes "[Medal Distributor]";
mes "I will give you the medal as";
mes "the proof of the winner for the Double race.";
mes "As for the medal, bring it to Hugel ";
mes "and look for Wayne";
mes "to change it into prizes.";
mes "Please use it wisely.";
delitem 7514,1; //Monster_Ticket
set monster_race_2_1,7;
set monster_race_2_2,7;
getitem 7515,15; //Marvelous_Medal
close;
case 2:
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
close;
}
}
else if ((monster_race_2_1 == 0) && (monster_race_2_2 == 0)) {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
else if ((monster_race_2_1 == 7) && (monster_race_2_2 == 7)) {
mes "[Medal Distributor]";
mes "Thank you for using";
mes "Monster Race Arena";
mes "Good luck for your";
mes "next race.";
close;
}
else {
mes "[Medal Distributor]";
mes "Ah, what a pity.";
mes "I hope that you will win it next time.";
close;
}
}
else {
mes "[Medal Distributor]";
mes "I am the Redemption Service Staff";
mes "who will give the winner medals and ticket";
mes "to the participants who";
mes "make the correct guess";
mes "for the Monster Race.";
next;
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
mes "You can take the medal and";
mes "find Wayne in Hugel to retrieve your prizes.";
close;
}
}
else {
mes "[Medal Distributor]";
mes "I am the Redemption Service Staff";
mes "who will give the winner medals and ticket";
mes "to the participants who";
mes "make the correct guess";
mes "for the Monster Race.";
next;
mes "[Medal Distributor]";
mes "The redemption of the winner ticket of every round";
mes "can only be made at ^0000FFthe particular round^000000.";
mes "Please remember that.";
mes "You can take the medal and";
mes "find Wayne in Hugel to retrieve your prizes.";
close;
}
OnInit:
disablenpc "Medal Distributor#medal";
end;
}
p_track02,76,38,1 script Exit Guide#double 798,{
mes "[Exit Guide]";
mes "If you have a winning Racing";
mes "Ticket, please make sure that.";
mes "you redeem it for Prize Medals";
mes "now. All Racing Rickets become";
mes "void once the next race begins.";
next;
mes "[Exit Guide]";
mes "If you wish to leave";
mes "the arena, then I can guide";
mes "you outside. Would you like";
mes "to leave the arena right now?";
next;
switch(select("Yes:No")) {
case 1:
if (countitem(7514) == 0) {
mes "[Exit Guide]";
mes "Thank you for";
mes "your patronage, and";
mes "I hope that you come";
mes "visit us again soon~";
}
else {
mes "[Exit Guide]";
mes "In accordance with our";
mes "policies, I must take your";
mes "Racing Ticket before you leave.";
mes "Thank you for your patronage";
mes "and I hope you enjoy your time";
mes "here in the Monster Race Arena.";
delitem 7514,1; //Monster_Ticket
}
set monster_race_2_1,0;
set monster_race_2_2,0;
close2;
warp "hugel",63,73;
end;
case 2:
mes "[Exit Guide]";
mes "Alright, then";
mes "Kist let me know";
mes "whenever you're";
mes "ready to leave.";
close;
}
}
p_track02,30,38,0 script #poring1 139,0,0,{
OnInit:
disablenpc "#poring1";
end;
OnEnable:
enablenpc "#poring1";
monster "p_track02",58,38,"Monster 1",1725,1,"#poring1::OnMyMobDead";
end;
OnDisable:
killmonster "p_track02","#poring1::OnMyMobDead";
disablenpc "#poring1";
end;
OnTouchNPC:
if ($@mon_race_2_1 == 0) {
emotion e_lv;
specialeffect 68; //"#poring1" EF_MVP
mapannounce "p_track02","Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_1,1;
donpcevent "#poring1::OnDisable";
}
else {
emotion e_lv;
specialeffect 68; //"#poring1" EF_MVP
mapannounce "p_track02","The race is over! Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_2,1;
donpcevent "#poring1::OnDisable";
donpcevent "#lunatic1::OnDisable";
donpcevent "#savagebebe1::OnDisable";
donpcevent "#desertwolf1::OnDisable";
donpcevent "#deviruchi1::OnDisable";
donpcevent "#baphomet1::OnDisable";
donpcevent "TrapGlobal#race02::OnDisable";
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-3::OnEnable";
}
end;
OnMyMobDead:
end;
}
p_track02,30,36,0 script #lunatic1 139,0,0,{
OnInit:
disablenpc "#lunatic1";
end;
OnEnable:
enablenpc "#lunatic1";
monster "p_track02",58,36,"Monster No. 2",1726,1,"#lunatic1::OnMyMobDead";
end;
OnDisable:
killmonster "p_track02","#lunatic1::OnMyMobDead";
disablenpc "#lunatic1";
end;
OnTouchNPC:
if ($@mon_race_2_1 == 0) {
emotion e_ho;
specialeffect 68; //"#lunatic1" EF_MVP
mapannounce "p_track02","Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_1,2;
donpcevent "#lunatic1::OnDisable";
}
else {
emotion e_ho;
specialeffect 68; //"#lunatic1" EF_MVP
mapannounce "p_track02","The race is over! Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_2,2;
donpcevent "#lunatic1::OnDisable";
donpcevent "#poring1::OnDisable";
donpcevent "#savagebebe1::OnDisable";
donpcevent "#desertwolf1::OnDisable";
donpcevent "#deviruchi1::OnDisable";
donpcevent "#baphomet1::OnDisable";
donpcevent "TrapGlobal#race02::OnDisable";
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-3::OnEnable";
}
end;
OnMyMobDead:
end;
}
p_track02,30,34,0 script #savagebebe1 139,0,0,{
OnInit:
disablenpc "#savagebebe1";
end;
OnEnable:
enablenpc "#savagebebe1";
monster "p_track02",58,34,"Monster No. 3",1727,1,"#savagebebe1::OnMyMobDead";
end;
OnDisable:
killmonster "p_track02","#savagebebe1::OnMyMobDead";
disablenpc "#savagebebe1";
end;
OnTouchNPC:
if ($@mon_race_2_1 == 0) {
emotion e_heh;
specialeffect 68; //"#savagebebe1" EF_MVP
mapannounce "p_track02","Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_1,3;
donpcevent "#savagebebe1::OnDisable";
}
else {
emotion e_heh;
specialeffect 68; //"#savagebebe1" EF_MVP
mapannounce "p_track02","The race is over! Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_2,3;
donpcevent "#savagebebe1::OnDisable";
donpcevent "#poring1::OnDisable";
donpcevent "#lunatic1::OnDisable";
donpcevent "#desertwolf1::OnDisable";
donpcevent "#deviruchi1::OnDisable";
donpcevent "#baphomet1::OnDisable";
donpcevent "TrapGlobal#race02::OnDisable";
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-3::OnEnable";
}
end;
OnMyMobDead:
end;
}
p_track02,30,32,0 script #desertwolf1 139,0,0,{
OnInit:
disablenpc "#desertwolf1";
end;
OnEnable:
enablenpc "#desertwolf1";
monster "p_track02",58,32,"Monster No. 4",1728,1,"#desertwolf1::OnMyMobDead";
end;
OnDisable:
killmonster "p_track02","#desertwolf1::OnMyMobDead";
disablenpc "#desertwolf1";
end;
OnTouchNPC:
if ($@mon_race_2_1 == 0) {
emotion e_kis;
specialeffect 68; //"#desertwolf1" EF_MVP
mapannounce "p_track02","Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_1,4;
donpcevent "#desertwolf1::OnDisable";
}
else {
emotion e_kis;
specialeffect 68; //"#desertwolf1" EF_MVP
mapannounce "p_track02","The race is over! Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_2,4;
donpcevent "#desertwolf1::OnDisable";
donpcevent "#poring1::OnDisable";
donpcevent "#lunatic1::OnDisable";
donpcevent "#savagebebe1::OnDisable";
donpcevent "#deviruchi1::OnDisable";
donpcevent "#baphomet1::OnDisable";
donpcevent "TrapGlobal#race02::OnDisable";
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-3::OnEnable";
}
end;
OnMyMobDead:
end;
}
p_track02,30,30,0 script #deviruchi1 139,0,0,{
OnInit:
disablenpc "#deviruchi1";
end;
OnEnable:
enablenpc "#deviruchi1";
monster "p_track02",58,30,"Monster No. 5",1730,1,"#deviruchi1::OnMyMobDead";
end;
OnDisable:
killmonster "p_track02","#deviruchi1::OnMyMobDead";
disablenpc "#deviruchi1";
end;
OnTouchNPC:
if ($@mon_race_2_1 == 0) {
emotion e_gg;
specialeffect 68; //"#deviruchi1" EF_MVP
mapannounce "p_track02","Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_1,5;
donpcevent "#deviruchi1::OnDisable";
}
else {
emotion e_gg;
specialeffect 68; //"#deviruchi1" EF_MVP
mapannounce "p_track02","The race is over! Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_2,5;
donpcevent "#deviruchi1::OnDisable";
donpcevent "#poring1::OnDisable";
donpcevent "#lunatic1::OnDisable";
donpcevent "#savagebebe1::OnDisable";
donpcevent "#desertwolf1::OnDisable";
donpcevent "#baphomet1::OnDisable";
donpcevent "TrapGlobal#race02::OnDisable";
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-3::OnEnable";
}
end;
OnMyMobDead:
end;
}
p_track02,30,28,0 script #baphomet1 139,0,0,{
OnInit:
disablenpc "#baphomet1";
end;
OnEnable:
enablenpc "#baphomet1";
monster "p_track02",58,28,"Monster No. 6",1729,1,"#baphomet1::OnMyMobDead";
end;
OnDisable:
killmonster "p_track02","#baphomet1::OnMyMobDead";
disablenpc "#baphomet1";
end;
OnTouchNPC:
if ($@mon_race_2_1 == 0) {
emotion e_pif;
specialeffect 68; //"#baphomet1" EF_MVP
mapannounce "p_track02","Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_1,6;
donpcevent "#baphomet1::OnDisable";
}
else {
emotion e_pif;
specialeffect 68; //"#baphomet1" EF_MVP
mapannounce "p_track02","The race is over! Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
set $@mon_race_2_2,6;
donpcevent "#baphomet1::OnDisable";
donpcevent "#poring1::OnDisable";
donpcevent "#lunatic1::OnDisable";
donpcevent "#savagebebe1::OnDisable";
donpcevent "#desertwolf1::OnDisable";
donpcevent "#deviruchi1::OnDisable";
donpcevent "TrapGlobal#race02::OnDisable";
enablenpc "Medal Distributor#medal";
donpcevent "#race_timer2-3::OnEnable";
}
end;
OnMyMobDead:
end;
}
p_track02,19,48,0 script TrapGlobal#race02 -1,{
OnInit:
set $@mon_r02_luk1,0;
set $@mon_r02_luk2,0;
set $@mon_r02_luk3,0;
set $@mon_r02_luk4,0;
set $@mon_r02_luk5,0;
set $@mon_r02_luk6,0;
set $@mon_r02_tire1,0;
set $@mon_r02_tire2,0;
set $@mon_r02_tire3,0;
set $@mon_r02_tire4,0;
set $@mon_r02_tire5,0;
set $@mon_r02_tire6,0;
end;
OnEnable:
enablenpc "TrapGlobal#race02";
donpcevent "starting#race02_1::OnEnable";
donpcevent "starting#race02_2::OnEnable";
donpcevent "starting#race02_3::OnEnable";
donpcevent "starting#race02_4::OnEnable";
donpcevent "starting#race02_5::OnEnable";
donpcevent "starting#race02_6::OnEnable";
//-------------------------------------------------------------
// Monster No. 1, Poring
//-------------------------------------------------------------
set .@firstline,rand(1,70);
if ((.@firstline > 0) && (.@firstline < 11)) {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_5";
enablenpc "Luk#race02_1_6";
set .@firsttired,rand(50,60);
if (.@firsttired > 49) && (.@firsttired < 61) {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
}
}
else if ((.@firstline > 10) && (.@firstline < 31)) {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_5";
set .@firsttired,rand(40,60);
if (.@firsttired > 49) && (.@firsttired < 61) {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
}
else {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
}
}
else if ((.@firstline > 20) && (.@firstline < 41)) {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_1";
set .@firsttired,rand(30,50);
if (.@firsttired > 39) && (.@firsttired < 51) {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
}
else {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
}
}
else if ((.@firstline > 40) && (.@firstline < 51)) {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_1";
enablenpc "Luk#race02_1_2";
set .@firsttired,rand(20,40);
if (.@firsttired > 29) && (.@firsttired < 41) {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
}
else {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
}
}
else if ((.@firstline > 50) && (.@firstline < 61)) {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_1";
enablenpc "Luk#race02_1_2";
enablenpc "Luk#race02_1_3";
set .@firsttired,rand(10,30);
if (.@firsttired > 19) && (.@firsttired < 31) {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
}
else {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
enablenpc "Tire#race02_1_5";
}
}
else if ((.@firstline > 60) && (.@firstline < 71)) {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_1";
enablenpc "Luk#race02_1_2";
enablenpc "Luk#race02_1_3";
enablenpc "Luk#race02_1_4";
set .@firsttired,rand(0,20);
if (.@firsttired > 9) && (.@firsttired < 21) {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
enablenpc "Tire#race02_1_5";
}
else {
set $@mon_r02_tire1,.@firsttired;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
enablenpc "Tire#race02_1_5";
enablenpc "Tire#race02_1_6";
}
}
else {
set $@mon_r02_luk1,.@firstline;
enablenpc "Luk#race02_1_1";
enablenpc "Luk#race02_1_2";
enablenpc "Luk#race02_1_3";
enablenpc "Luk#race02_1_4";
set .@firsttired,rand(0,20);
if (.@firsttired > 9) && (.@firsttired < 21) {
set $@mon_r02_tire1,.@firstline;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
enablenpc "Tire#race02_1_5";
}
else {
set $@mon_r02_tire1,.@firstline;
enablenpc "Tire#race02_1_1";
enablenpc "Tire#race02_1_2";
enablenpc "Tire#race02_1_3";
enablenpc "Tire#race02_1_4";
enablenpc "Tire#race02_1_5";
enablenpc "Tire#race02_1_6";
}
}
//-------------------------------------------------------------
// Monster No. 2, Lunatic
//-------------------------------------------------------------
set .@secondline,rand(1,70);
if ((.@secondline > 0) && (.@secondline < 11)) {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_5";
enablenpc "Luk#race02_2_6";
set .@secondtired,rand(50,60);
if (.@secondtired > 49) && (.@secondtired < 61) {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
}
}
else if ((.@secondline > 10) && (.@secondline < 31)) {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_5";
set .@secondtired,rand(40,60);
if (.@secondtired > 49) && (.@secondtired < 61) {
set $@mon_r02_tire2,.@secondline;
enablenpc "Tire#race02_2_1";
}
else {
set $@mon_r02_tire2,.@secondline;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
}
}
else if ((.@secondline > 20) && (.@secondline < 41)) {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_1";
set .@secondtired,rand(30,50);
if (.@secondtired > 39) && (.@secondtired < 51) {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
}
else {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
}
}
else if ((.@secondline > 40) && (.@secondline < 51)) {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_1";
enablenpc "Luk#race02_2_2";
set .@secondtired,rand(20,40);
if (.@secondtired > 29) && (.@secondtired < 41) {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
}
else {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
}
}
else if ((.@secondline > 50) && (.@secondline < 61)) {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_1";
enablenpc "Luk#race02_2_2";
enablenpc "Luk#race02_2_3";
set .@secondtired,rand(10,30);
if (.@secondtired > 19) && (.@secondtired < 31) {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
}
else {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
enablenpc "Tire#race02_2_5";
}
}
else if ((.@secondline > 60) && (.@secondline < 71)) {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_1";
enablenpc "Luk#race02_2_2";
enablenpc "Luk#race02_2_3";
enablenpc "Luk#race02_2_4";
set .@secondtired,rand(0,20);
if (.@secondtired > 9) && (.@secondtired < 21) {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
enablenpc "Tire#race02_2_5";
}
else {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
enablenpc "Tire#race02_2_5";
enablenpc "Tire#race02_2_6";
}
}
else {
set $@mon_r02_luk2,.@secondline;
enablenpc "Luk#race02_2_1";
enablenpc "Luk#race02_2_2";
enablenpc "Luk#race02_2_3";
enablenpc "Luk#race02_2_4";
set .@secondtired,rand(0,20);
if (.@secondtired > 9) && (.@secondtired < 21) {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
enablenpc "Tire#race02_2_5";
}
else {
set $@mon_r02_tire2,.@secondtired;
enablenpc "Tire#race02_2_1";
enablenpc "Tire#race02_2_2";
enablenpc "Tire#race02_2_3";
enablenpc "Tire#race02_2_4";
enablenpc "Tire#race02_2_5";
enablenpc "Tire#race02_2_6";
}
}
//-------------------------------------------------------------
// Monster No. 3, Savage Babe
//-------------------------------------------------------------
set .@thirdline,rand(1,70);
if ((.@thirdline > 0) && (.@thirdline < 11)) {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_5";
enablenpc "Luk#race02_3_6";
set .@thridtired,rand(50,60);
if (.@thridtired > 49) && (.@thridtired < 61) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
}
}
else if ((.@thirdline > 10) && (.@thirdline < 31)) {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_5";
set .@thridtired,rand(40,60);
if (.@thridtired > 49) && (.@thridtired < 61) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
}
else {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
}
}
else if ((.@thirdline > 20) && (.@thirdline < 41)) {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_1";
set .@thridtired,rand(30,50);
if (.@thridtired > 39) && (.@thridtired < 51) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
}
else {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
}
}
else if ((.@thirdline > 40) && (.@thirdline < 51)) {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_1";
enablenpc "Luk#race02_3_2";
set .@thridtired,rand(20,40);
if (.@thridtired > 29) && (.@thridtired < 41) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
}
else {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
}
}
else if ((.@thirdline > 50) && (.@thirdline < 61)) {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_1";
enablenpc "Luk#race02_3_2";
enablenpc "Luk#race02_3_3";
set .@thridtired,rand(10,30);
if (.@thridtired > 19) && (.@thridtired < 31) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
}
else {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
enablenpc "Tire#race02_3_5";
}
}
else if ((.@thirdline > 60) && (.@thirdline < 71)) {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_1";
enablenpc "Luk#race02_3_2";
enablenpc "Luk#race02_3_3";
enablenpc "Luk#race02_3_4";
set .@thridtired,rand(0,20);
if (.@thridtired > 9) && (.@thridtired < 21) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
enablenpc "Tire#race02_3_5";
}
else {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
enablenpc "Tire#race02_3_5";
enablenpc "Tire#race02_3_6";
}
}
else {
set $@mon_r02_luk3,.@thirdline;
enablenpc "Luk#race02_3_1";
enablenpc "Luk#race02_3_2";
enablenpc "Luk#race02_3_3";
enablenpc "Luk#race02_3_4";
set .@thridtired,rand(0,20);
if (.@thridtired > 9) && (.@thridtired < 21) {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
enablenpc "Tire#race02_3_5";
}
else {
set $@mon_r02_tire3,.@thridtired;
enablenpc "Tire#race02_3_1";
enablenpc "Tire#race02_3_2";
enablenpc "Tire#race02_3_3";
enablenpc "Tire#race02_3_4";
enablenpc "Tire#race02_3_5";
enablenpc "Tire#race02_3_6";
}
}
//-------------------------------------------------------------
// Monster No. 4, Baby Desert Wolf
//-------------------------------------------------------------
set .@fourthline,rand(1,70);
if ((.@fourthline > 0) && (.@fourthline < 11)) {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_5";
enablenpc "Luk#race02_4_6";
set .@fourthtired,rand(50,60);
if (.@fourthtired > 49) && (.@fourthtired < 61) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
}
}
else if ((.@fourthline > 10) && (.@fourthline < 31)) {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_5";
set .@fourthtired,rand(40,60);
if (.@fourthtired > 49) && (.@fourthtired < 61) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
}
else {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
}
}
else if ((.@fourthline > 20) && (.@fourthline < 41)) {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_1";
set .@fourthtired,rand(30,50);
if (.@fourthtired > 39) && (.@fourthtired < 51) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
}
else {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
}
}
else if ((.@fourthline > 40) && (.@fourthline < 51)) {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_1";
enablenpc "Luk#race02_4_2";
set .@fourthtired,rand(20,40);
if (.@fourthtired > 29) && (.@fourthtired < 41) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
}
else {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
}
}
else if ((.@fourthline > 50) && (.@fourthline < 61)) {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_1";
enablenpc "Luk#race02_4_2";
enablenpc "Luk#race02_4_3";
set .@fourthtired,rand(10,30);
if (.@fourthtired > 19) && (.@fourthtired < 31) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
}
else {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
enablenpc "Tire#race02_4_5";
}
}
else if ((.@fourthline > 60) && (.@fourthline < 71)) {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_1";
enablenpc "Luk#race02_4_2";
enablenpc "Luk#race02_4_3";
enablenpc "Luk#race02_4_4";
set .@fourthtired,rand(0,20);
if (.@fourthtired > 9) && (.@fourthtired < 21) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
enablenpc "Tire#race02_4_5";
}
else {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
enablenpc "Tire#race02_4_5";
enablenpc "Tire#race02_4_6";
}
}
else {
set $@mon_r02_luk4,.@fourthline;
enablenpc "Luk#race02_4_1";
enablenpc "Luk#race02_4_2";
enablenpc "Luk#race02_4_3";
enablenpc "Luk#race02_4_4";
set .@fourthtired,rand(0,20);
if (.@fourthtired > 9) && (.@fourthtired < 21) {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
enablenpc "Tire#race02_4_5";
}
else {
set $@mon_r02_tire4,.@fourthtired;
enablenpc "Tire#race02_4_1";
enablenpc "Tire#race02_4_2";
enablenpc "Tire#race02_4_3";
enablenpc "Tire#race02_4_4";
enablenpc "Tire#race02_4_5";
enablenpc "Tire#race02_4_6";
}
}
//-------------------------------------------------------------
// Monster No. 5, Deviruchi
//-------------------------------------------------------------
set .@fifthline,rand(1,70);
if ((.@fifthline > 0) && (.@fifthline < 11)) {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_5";
set .@fifthtired,rand(50,60);
if (.@fifthtired > 49) && (.@fifthtired < 61) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
}
}
else if ((.@fifthline > 10) && (.@fifthline < 31)) {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_5";
set .@fifthtired,rand(40,60);
if (.@fifthtired > 49) && (.@fifthtired < 61) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
}
else {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
}
}
else if ((.@fifthline > 20) && (.@fifthline < 41)) {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_1";
set .@fifthtired,rand(30,50);
if (.@fifthtired > 39) && (.@fifthtired < 51) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
}
else {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
}
}
else if ((.@fifthline > 40) && (.@fifthline < 51)) {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_1";
enablenpc "Luk#race02_5_2";
set .@fifthtired,rand(20,40);
if (.@fifthtired > 29) && (.@fifthtired < 41) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
}
else {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
}
}
else if ((.@fifthline > 50) && (.@fifthline < 61)) {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_1";
enablenpc "Luk#race02_5_2";
enablenpc "Luk#race02_5_3";
set .@fifthtired,rand(10,30);
if (.@fifthtired > 19) && (.@fifthtired < 31) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
}
else {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
enablenpc "Tire#race02_5_5";
}
}
else if ((.@fifthline > 60) && (.@fifthline < 71)) {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_1";
enablenpc "Luk#race02_5_2";
enablenpc "Luk#race02_5_3";
enablenpc "Luk#race02_5_4";
set .@fifthtired,rand(0,20);
if (.@fifthtired > 9) && (.@fifthtired < 21) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
enablenpc "Tire#race02_5_5";
}
else {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
enablenpc "Tire#race02_5_5";
enablenpc "Tire#race02_5_6";
}
}
else {
set $@mon_r02_luk5,.@fifthline;
enablenpc "Luk#race02_5_1";
enablenpc "Luk#race02_5_2";
enablenpc "Luk#race02_5_3";
enablenpc "Luk#race02_5_4";
set .@fifthtired,rand(0,20);
if (.@fifthtired > 9) && (.@fifthtired < 21) {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
enablenpc "Tire#race02_5_5";
}
else {
set $@mon_r02_tire5,.@fifthtired;
enablenpc "Tire#race02_5_1";
enablenpc "Tire#race02_5_2";
enablenpc "Tire#race02_5_3";
enablenpc "Tire#race02_5_4";
enablenpc "Tire#race02_5_5";
enablenpc "Tire#race02_5_6";
}
}
//-------------------------------------------------------------
// Monster No. 6, Baphomet Jr.
//-------------------------------------------------------------
set .@sixthline,rand(1,70);
if ((.@sixthline > 0) && (.@sixthline < 11)) {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_5";
enablenpc "Luk#race02_6_6";
set .@sixthtired,rand(50,60);
if (.@sixthtired > 49) && (.@sixthtired < 61) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
}
}
else if ((.@sixthline > 10) && (.@sixthline < 31)) {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_5";
set .@sixthtired,rand(40,60);
if (.@sixthtired > 49) && (.@sixthtired < 61) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
}
else {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
}
}
else if ((.@sixthline > 20) && (.@sixthline < 41)) {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_1";
set .@sixthtired,rand(30,50);
if (.@sixthtired > 39) && (.@sixthtired < 51) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
}
else {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
}
}
else if ((.@sixthline > 40) && (.@sixthline < 51)) {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_1";
enablenpc "Luk#race02_6_2";
set .@sixthtired,rand(20,40);
if (.@sixthtired > 29) && (.@sixthtired < 41) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
}
else {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
}
}
else if ((.@sixthline > 50) && (.@sixthline < 61)) {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_1";
enablenpc "Luk#race02_6_2";
enablenpc "Luk#race02_6_3";
set .@sixthtired,rand(10,30);
if (.@sixthtired > 19) && (.@sixthtired < 31) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
}
else {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
enablenpc "Tire#race02_6_5";
}
}
else if ((.@sixthline > 60) && (.@sixthline < 71)) {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_1";
enablenpc "Luk#race02_6_2";
enablenpc "Luk#race02_6_3";
enablenpc "Luk#race02_6_4";
set .@sixthtired,rand(0,20);
if (.@sixthtired > 9) && (.@sixthtired < 21) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
enablenpc "Tire#race02_6_5";
}
else {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
enablenpc "Tire#race02_6_5";
enablenpc "Tire#race02_6_6";
}
}
else {
set $@mon_r02_luk6,.@sixthline;
enablenpc "Luk#race02_6_1";
enablenpc "Luk#race02_6_2";
enablenpc "Luk#race02_6_3";
enablenpc "Luk#race02_6_4";
set .@sixthtired,rand(0,20);
if (.@sixthtired > 9) && (.@sixthtired < 21) {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
enablenpc "Tire#race02_6_5";
}
else {
set $@mon_r02_tire6,.@sixthtired;
enablenpc "Tire#race02_6_1";
enablenpc "Tire#race02_6_2";
enablenpc "Tire#race02_6_3";
enablenpc "Tire#race02_6_4";
enablenpc "Tire#race02_6_5";
enablenpc "Tire#race02_6_6";
}
}
end;
OnDisable:
disablenpc "TrapGlobal#race02";
donpcevent "starting#race02_1::OnDisable";
donpcevent "starting#race02_2::OnDisable";
donpcevent "starting#race02_3::OnDisable";
donpcevent "starting#race02_4::OnDisable";
donpcevent "starting#race02_5::OnDisable";
donpcevent "starting#race02_6::OnDisable";
end;
}
p_track02,56,38,0 script starting#race02_1 -1,0,0,{
end;
OnInit:
disablenpc "starting#race02_1";
end;
OnDisable:
disablenpc "starting#race02_1";
disablenpc "Luk#race02_1_1";
disablenpc "Luk#race02_1_2";
disablenpc "Luk#race02_1_3";
disablenpc "Luk#race02_1_4";
disablenpc "Luk#race02_1_5";
disablenpc "Luk#race02_1_6";
disablenpc "Tire#race02_1_1";
disablenpc "Tire#race02_1_2";
disablenpc "Tire#race02_1_3";
disablenpc "Tire#race02_1_4";
disablenpc "Tire#race02_1_5";
disablenpc "Tire#race02_1_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track02,33,38,0 script Luk#race02_1_1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_1_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,37,38,0 script Luk#race02_1_2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_1_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,53,38,0 script Luk#race02_1_3 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_1_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,45,38,0 script Luk#race02_1_4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_1_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,49,38,0 script Luk#race02_1_5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_1_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,41,38,0 script Luk#race02_1_6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_1_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,43,38,0 script Tire#race02_1_1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_1_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,39,38,0 script Tire#race02_1_2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_1_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,35,38,0 script Tire#race02_1_3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_1_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,55,38,0 script Tire#race02_1_4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_1_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,51,38,0 script Tire#race02_1_5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_1_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,47,38,0 script Tire#race02_1_6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_1_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,56,36,0 script starting#race02_2 -1,0,0,{
end;
OnInit:
disablenpc "starting#race02_2";
end;
OnDisable:
disablenpc "starting#race02_2";
disablenpc "Luk#race02_2_1";
disablenpc "Luk#race02_2_1";
disablenpc "Luk#race02_2_1";
disablenpc "Luk#race02_2_4";
disablenpc "Luk#race02_2_5";
disablenpc "Luk#race02_2_6";
disablenpc "Tire#race02_2_1";
disablenpc "Tire#race02_2_2";
disablenpc "Tire#race02_2_3";
disablenpc "Tire#race02_2_4";
disablenpc "Tire#race02_2_5";
disablenpc "Tire#race02_2_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track02,33,36,0 script Luk#race02_2_1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_2_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,37,36,0 script Luk#race02_2_2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_2_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,53,36,0 script Luk#race02_2_3 -1,0,0,{
OnInit:
disablenpc "Luk#race02_2_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,45,36,0 script Luk#race02_2_4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_2_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,49,36,0 script Luk#race02_2_5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_2_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,41,36,0 script Luk#race02_2_6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_2_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,43,36,0 script Tire#race02_2_1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_2_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,39,36,0 script Tire#race02_2_2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_2_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,35,36,0 script Tire#race02_2_3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_2_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,55,36,0 script Tire#race02_2_4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_2_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,51,36,0 script Tire#race02_2_5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_2_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,47,36,0 script Tire#race02_2_6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_2_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,56,34,0 script starting#race02_3 -1,0,0,{
end;
OnInit:
disablenpc "starting#race02_3";
end;
OnDisable:
disablenpc "starting#race02_3";
disablenpc "Luk#race02_3_1";
disablenpc "Luk#race02_3_2";
disablenpc "Luk#race02_3_3";
disablenpc "Luk#race02_3_4";
disablenpc "Luk#race02_3_5";
disablenpc "Luk#race02_3_6";
disablenpc "Tire#race02_3_1";
disablenpc "Tire#race02_3_2";
disablenpc "Tire#race02_3_3";
disablenpc "Tire#race02_3_4";
disablenpc "Tire#race02_3_5";
disablenpc "Tire#race02_3_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track02,33,34,0 script Luk#race02_3_1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_3_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,37,34,0 script Luk#race02_3_2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_3_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,53,34,0 script Luk#race02_3_3 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_3_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,45,34,0 script Luk#race02_3_4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_3_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,49,34,0 script Luk#race02_3_5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_3_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,41,34,0 script Luk#race02_3_6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_3_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,43,34,0 script Tire#race02_3_1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_3_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,39,34,0 script Tire#race02_3_2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_3_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,35,34,0 script Tire#race02_3_3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_3_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,55,34,0 script Tire#race02_3_4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_3_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,51,34,0 script Tire#race02_3_5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_3_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,47,34,0 script Tire#race02_3_6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_3_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,56,32,0 script starting#race02_4 -1,0,0,{
end;
OnInit:
disablenpc "starting#race02_4";
end;
OnEnable:
enablenpc "starting#race02_4";
end;
OnDisable:
disablenpc "starting#race02_4";
disablenpc "Luk#race02_4_1";
disablenpc "Luk#race02_4_2";
disablenpc "Luk#race02_4_3";
disablenpc "Luk#race02_4_4";
disablenpc "Luk#race02_4_5";
disablenpc "Luk#race02_4_6";
disablenpc "Tire#race02_4_1";
disablenpc "Tire#race02_4_2";
disablenpc "Tire#race02_4_3";
disablenpc "Tire#race02_4_4";
disablenpc "Tire#race02_4_5";
disablenpc "Tire#race02_4_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track02,33,32,0 script Luk#race02_4_1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_4_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,37,32,0 script Luk#race02_4_2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_4_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,53,32,0 script Luk#race02_4_3 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_4_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,45,32,0 script Luk#race02_4_4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_4_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,49,32,0 script Luk#race02_4_5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_4_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,41,32,0 script Luk#race02_4_6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_4_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,43,32,0 script Tire#race02_4_1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_4_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,39,32,0 script Tire#race02_4_2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_4_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,35,32,0 script Tire#race02_4_3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_4_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,55,32,0 script Tire#race02_4_4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_4_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,51,32,0 script Tire#race02_4_5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_4_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,47,32,0 script Tire#race02_4_6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_4_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,56,30,0 script starting#race02_5 -1,0,0,{
end;
OnInit:
disablenpc "starting#race02_5";
end;
OnEnable:
enablenpc "starting#race02_5";
end;
OnDisable:
disablenpc "starting#race02_5";
disablenpc "Luk#race02_5_1";
disablenpc "Luk#race02_5_2";
disablenpc "Luk#race02_5_3";
disablenpc "Luk#race02_5_4";
disablenpc "Luk#race02_5_5";
disablenpc "Luk#race02_5_6";
disablenpc "Tire#race02_5_1";
disablenpc "Tire#race02_5_2";
disablenpc "Tire#race02_5_3";
disablenpc "Tire#race02_5_4";
disablenpc "Tire#race02_5_5";
disablenpc "Tire#race02_5_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track02,33,30,0 script Luk#race02_5_1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_5_1";
end;
OnEnable:
enablenpc "Luk#race02_5_1";
end;
OnDisable:
disablenpc "Luk#race02_5_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,37,30,0 script Luk#race02_5_2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_5_2";
end;
OnEnable:
enablenpc "Luk#race02_5_2";
end;
OnDisable:
disablenpc "Luk#race02_5_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,53,30,0 script Luk#race02_5_3 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_5_3";
end;
OnEnable:
enablenpc "Luk#race02_5_3";
end;
OnDisable:
disablenpc "Luk#race02_5_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,45,30,0 script Luk#race02_5_4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_5_4";
end;
OnEnable:
enablenpc "Luk#race02_5_4";
end;
OnDisable:
disablenpc "Luk#race02_5_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,49,30,0 script Luk#race02_5_5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_5_5";
end;
OnEnable:
enablenpc "Luk#race02_5_5";
end;
OnDisable:
disablenpc "Luk#race02_5_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,41,30,0 script Luk#race02_5_6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_5_6";
end;
OnEnable:
enablenpc "Luk#race02_5_6";
end;
OnDisable:
disablenpc "Luk#race02_5_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,43,30,0 script Tire#race02_5_1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_5_1";
end;
OnEnable:
enablenpc "Tire#race02_5_1";
end;
OnDisable:
disablenpc "Tire#race02_5_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,39,30,0 script Tire#race02_5_2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_5_2";
end;
OnEnable:
enablenpc "Tire#race02_5_2";
end;
OnDisable:
disablenpc "Tire#race02_5_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,35,30,0 script Tire#race02_5_3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_5_3";
end;
OnEnable:
enablenpc "Tire#race02_5_3";
end;
OnDisable:
disablenpc "Tire#race02_5_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,55,30,0 script Tire#race02_5_4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_5_4";
end;
OnEnable:
enablenpc "Tire#race02_5_4";
end;
OnDisable:
disablenpc "Tire#race02_5_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,51,30,0 script Tire#race02_5_5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_5_5";
end;
OnEnable:
enablenpc "Tire#race02_5_5";
end;
OnDisable:
disablenpc "Tire#race02_5_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,47,30,0 script Tire#race02_5_6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_5_6";
end;
OnEnable:
enablenpc "Tire#race02_5_6";
end;
OnDisable:
disablenpc "Tire#race02_5_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,56,28,0 script starting#race02_6 -1,0,0,{
end;
OnInit:
disablenpc "starting#race02_6";
end;
OnEnable:
enablenpc "starting#race02_6";
end;
OnDisable:
disablenpc "starting#race02_6";
disablenpc "Luk#race02_6_1";
disablenpc "Luk#race02_6_2";
disablenpc "Luk#race02_6_3";
disablenpc "Luk#race02_6_4";
disablenpc "Luk#race02_6_5";
disablenpc "Luk#race02_6_6";
disablenpc "Tire#race02_6_1";
disablenpc "Tire#race02_6_2";
disablenpc "Tire#race02_6_3";
disablenpc "Tire#race02_6_4";
disablenpc "Tire#race02_6_5";
disablenpc "Tire#race02_6_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 11) {
sc_start SC_WALKSPEED,5000,60;
}
else if (.@start > 10) && (.@start < 21) {
sc_start SC_WALKSPEED,5000,70;
}
else if (.@start > 20) && (.@start < 31) {
sc_start SC_WALKSPEED,5000,80;
}
else if (.@start > 30) && (.@start < 41) {
sc_start SC_WALKSPEED,5000,90;
}
else if (.@start > 40) && (.@start < 51) {
sc_start SC_WALKSPEED,5000,100;
}
else if (.@start > 50) && (.@start < 61) {
sc_start SC_WALKSPEED,5000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,5000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,5000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,5000,140;
}
else {
sc_start SC_WALKSPEED,5000,150;
}
end;
}
p_track02,33,28,0 script Luk#race02_6_1 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_6_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,37,28,0 script Luk#race02_6_2 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_6_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,53,28,0 script Luk#race02_6_3 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_6_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,45,28,0 script Luk#race02_6_4 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_6_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_WALKSPEED,10000,110;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_WALKSPEED,10000,120;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_WALKSPEED,10000,130;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_WALKSPEED,10000,140;
}
else {
sc_start SC_WALKSPEED,10000,150;
}
end;
}
p_track02,49,28,0 script Luk#race02_6_5 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_6_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,41,28,0 script Luk#race02_6_6 -1,0,0,{
end;
OnInit:
disablenpc "Luk#race02_6_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_STUN,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_STUN,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_STUN,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_STUN,4000,0;
}
end;
}
p_track02,43,28,0 script Tire#race02_6_1 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_6_1";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,39,28,0 script Tire#race02_6_2 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_6_2";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,35,28,0 script Tire#race02_6_3 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_6_3";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,55,28,0 script Tire#race02_6_4 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_6_4";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,51,28,0 script Tire#race02_6_5 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_6_5";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
p_track02,47,28,0 script Tire#race02_6_6 -1,0,0,{
end;
OnInit:
disablenpc "Tire#race02_6_6";
end;
OnTouchNPC:
set .@start,rand(1,100);
if (.@start > 0) && (.@start < 61) {
sc_start SC_SLEEP,1000,0;
}
else if (.@start > 60) && (.@start < 71) {
sc_start SC_SLEEP,2000,0;
}
else if (.@start > 70) && (.@start < 81) {
sc_start SC_SLEEP,3000,0;
}
else if (.@start > 80) && (.@start < 91) {
sc_start SC_SLEEP,4000,0;
}
end;
}
//============================================================
// NPCs for Redeeming Price Medals (Einbroch and Hugel)
//============================================================
ein_in01,85,208,5 script Ei felle#repay01 854,{
if (ein_medal01 < 1) {
mes "[Ei felle]";
mes "Ahhh.";
mes "I don't have much time left before the delivery of this product!!";
mes "What should I do with";
mes "so many failed product in this place.";
mes "I really hope I have that item now!!!";
next;
select("What item do you mean?");
mes "[Ei felle]";
mes "I pick up the info from some rumor I heard.";
mes "There is a small isolated village";
mes "at the fartherst border of Schwaltzvalt Republic.";
mes "It's said that";
mes "the medal obtain from that village";
mes "contain certain special ore.";
next;
mes "[Ei felle]";
mes "If I have that special ore!!";
mes "I won't have so many useless iron";
mes "left in this place.";
next;
mes "[Ei felle]";
mes "I have sent a lot of people to ask about that special ore";
mes "but the result is nothing...How disappointing...";
next;
if (countitem(7515) > 0) {
mes "["+ strcharinfo(0) +"]";
mes "Excuse me, is this the medal that you mentioned just now...";
next;
mes "[Ei felle]";
mes "Oh? Oh? That's the one!!";
mes "Can you give it to me?";
mes "If I have this,";
mes "I can reconstruct that pile of useless iron";
mes "and all the faulty product will be gone.";
next;
callsub S_Reward;
end;
}
else {
mes "[Ei felle]";
mes "If you ever get any medal,";
mes "can you give some to me?";
close;
}
}
else if ((ein_medal01 > 499) && (ein_medal01 < 1000)) {
if (checkweight(1201,1) == 0) {
mes "[Ei felle]";
mes "Don't you feel tired";
mes "when you're carrying so many items with you?";
mes "Slow your pace and ";
mes "be relax once in a while.";
close;
}
mes "[Ei felle]";
mes "Oh! You're here just in time!";
mes "After we have gathered the required metal";
mes "from the the medal that you have given to us,";
mes "we have used the substance to get a result for the research!!!";
mes "We have managed to use it to create";
mes "a very light yet sturdy armor.";
next;
mes "[Ei felle]";
mes "Look at this Glittering Clothes!";
mes "We have managed to get this ";
mes "thanks to your help.";
next;
mes "[Ei felle]";
mes "So, according to what we've promised,";
mes "when a result is obtained from the research,";
mes "we'll give it to you as a token of gratitude.";
mes "Can you please take this?";
next;
switch(select("Thank you, I will treasure it carefully:For better research result...")) {
case 1:
callsub S_BonusReward,500,2319;
end;
case 2:
mes "["+ strcharinfo(0) +"]";
mes "No, it's fine.";
mes "There're still a lot of faulty items here.";
mes "If you work harder,";
mes "you might be able to ";
mes "get better results.";
next;
mes "[Ei felle]";
mes "You're right.";
mes "There are so many items for me to study";
mes "and use it in my research...";
mes "I will try to work harder!!!";
next;
mes "[Ei felle]";
mes "However, no matter how many medals you have gathered,";
mes "it's still not enough to be made ";
mes "as the research materials...";
next;
}
if (countitem(7515) > 0) {
mes "[Ei felle]";
mes "Although the member of our factory ";
mes "had been trying to gather the medal from that village,";
mes "we still haven't received any good news...";
mes "I feel so ashamed...";
mes "Can you help me if you ";
mes "have some additional medals?";
next;
callsub S_Reward;
end;
}
else {
mes "[Ei felle]";
mes "If you ever get any medal,";
mes "can you give some to me?";
close;
}
}
else if ((ein_medal01 > 999) && (ein_medal01 < 1500)) {
if (checkweight(1201,1) == 0) {
mes "[Ei felle]";
mes "Don't you feel tired ";
mes "when you're carrying so many items with you?";
mes "Slow your pace and ";
mes "be relax once in a while.";
close;
}
mes "[Ei felle]";
mes "Oh! You're here just in time!";
mes "After we have gathered the required metal";
mes "from the the medal that you have given to us,";
mes "we have used the substance to get a result for the research!!!";
mes "We have been able to create ";
mes "an elemental armor with slot.";
next;
mes "[Ei felle]";
mes "We have managed to get this ";
mes "thanks to your help.";
next;
mes "[Ei felle]";
mes "So, according to what we've promised,";
mes "when a result is obtained from the research,";
mes "we'll give it to you as a token of gratitude.";
mes "Can you please take this?";
next;
switch(select("Thank you, I will treasure it carefully:Can I have other stuffs...:For better research result...")) {
case 1:
mes "[Ei felle]";
mes "Which element do you wish to take";
mes "among the four elementals?";
next;
switch(select("Fire Element:Earth Element:Wind Element:Water Element")) {
case 1:
callsub S_BonusREward,1000,2345;
end;
case 2:
callsub S_BonusREward,1000,2351;
end;
case 3:
callsub S_BonusREward,1000,2349;
end;
case 4:
callsub S_BonusREward,1000,2347;
end;
}
case 2:
mes "[Ei felle]";
mes "What? Other results means...";
next;
mes "["+ strcharinfo(0) +"]";
mes "The clothes you made last time...";
next;
mes "[Ei felle]";
mes "Oh! You're referring to Glittering Clothes!";
mes "Ok then, here's the item you want.";
mes "Thanks to you, ";
mes "we're able to achieve great success in the research.";
next;
mes "[Ei felle]";
mes "We'll work harder";
mes "to achieve greater result";
mes "in the future!";
next;
mes "[Ei felle]";
mes "Here, please accept ";
mes "this Glittering Clothes.";
next;
switch(select("Do not accept:Accept")) {
case 1:
mes "["+ strcharinfo(0) +"]";
mes "Wait, I have changed my mind.";
mes "Can I take it next time? ";
next;
mes "[Ei felle]";
mes "Oh? It's ok for me...";
mes "You can take it anytime. ";
mes "So, please come again when you feel that you need it.";
close;
case 2:
mes "[Ei felle]";
mes "Thank you!";
mes "If you were free, ";
mes "please help us again next time.";
set ein_medal01,gift500;
getitem 2319,1; //Glittering_Clothes
close;
}
case 3:
mes "["+ strcharinfo(0) +"]";
mes "No, it's fine.";
mes "There're still a lot of faulty items here.";
mes "If you work harder,";
mes "you might be able to ";
mes "get better results.";
next;
mes "[Ei felle]";
mes "You're right.";
mes "There are so many items for me to study";
mes "and use it in my research...";
mes "I will try to work harder!!!";
next;
mes "[Ei felle]";
mes "However, no matter how many medals you have gathered,";
mes "it's still not enough to be made ";
mes "as the research materials...";
next;
break;
}
if (countitem(7515) > 0) {
mes "[Ei felle]";
mes "Although the member of our factory ";
mes "had been trying to gather the medal from that village,";
mes "we still haven't received any good news...";
mes "I feel so ashamed...";
mes "Can you help me if you ";
mes "have some additional medals?";
next;
callsub S_Reward;
end;
}
else {
mes "[Ei felle]";
mes "If you ever get any medal,";
mes "can you give some to me?";
close;
}
}
else if (ein_medal01 > 1499) {
if (checkweight(1201,1) == 0) {
mes "[Ei felle]";
mes "Don't you feel tired ";
mes "when you're carrying so many items with you?";
mes "Slow your pace and ";
mes "be relax once in a while.";
close;
}
mes "[Ei felle]";
mes "Oh! You're here just in time!";
mes "After we have gathered the required metal";
mes "from the the medal that you have given to us,";
mes "we have used the substance to get a result for the research!!!";
mes "We have been able to create";
mes "some level 4 weapons!!!!!!";
next;
mes "[Ei felle]";
mes "We have managed to get this ";
mes "thanks to your help.";
next;
mes "[Ei felle]";
mes "So, according to what we've promised,";
mes "when a result is obtained from the research,";
mes "we'll give it to you as a token of gratitude.";
mes "Can you please take this?";
next;
switch(select("Thank you, I will treasure it carefully:Can I have other stuffs...")) {
case 1:
mes "[Ei felle]";
mes "I will give you anything you want.";
mes "What do you want?";
next;
switch(select("Dagger:Sword:2 Hand Sword:Axe:Mace:Bow:Staff:Book:Spear:Katar:Fists:Whip:Musical Weapon")) {
case 1:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Ginnungagap:Grimtooth:Dragon Killer:Mail Breaker:Bazerald:Sword Breaker:Ice Pick:Sucsamad:Kitchen Knife:Azoth:Exercise:Assassin Dagger:Moonlight Sword:Weeder Knife:Cursed Dagger:Counter Dagger:Combat Knife:Fortune Sword:Cancel")) {
case 1:
callsub S_BonusREward,1500,13002;
end;
case 2:
callsub S_BonusREward,1500,1237;
end;
case 3:
callsub S_BonusREward,1500,13001;
end;
case 4:
callsub S_BonusREward,1500,1225;
end;
case 5:
callsub S_BonusREward,1500,1231;
end;
case 6:
callsub S_BonusREward,1500,1224;
end;
case 7:
callsub S_BonusREward,1500,1230;
end;
case 8:
callsub S_BonusREward,1500,1236;
end;
case 9:
callsub S_BonusREward,1500,1229;
end;
case 10:
callsub S_BonusREward,1500,1235;
end;
case 11:
callsub S_BonusREward,1500,1223;
end;
case 12:
callsub S_BonusREward,1500,1232;
end;
case 13:
callsub S_BonusREward,1500,1234;
end;
case 14:
callsub S_BonusREward,1500,1227;
end;
case 15:
callsub S_BonusREward,1500,1241;
end;
case 16:
callsub S_BonusREward,1500,1242;
end;
case 17:
callsub S_BonusREward,1500,1228;
end;
case 18:
callsub S_BonusREward,1500,1223;
end;
case 19:
break;
}
break;
case 2:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Nagan:Immaterial Sword:Mysteltainn:Byeollungum:Star Dust Blade:Caesar's Sword:Ice Falchion:Excalibur:Edge:Cutlus:Solar Sword:Tirfing:Fireblend:Cancel")) {
case 1:
callsub S_BonusREward,1500,1130;
end;
case 2:
callsub S_BonusREward,1500,1141;
end;
case 3:
callsub S_BonusREward,1500,1138;
end;
case 4:
callsub S_BonusREward,1500,1140;
end;
case 5:
callsub S_BonusREward,1500,1148;
end;
case 6:
callsub S_BonusREward,1500,1134;
end;
case 7:
callsub S_BonusREward,1500,1131;
end;
case 8:
callsub S_BonusREward,1500,1137;
end;
case 9:
callsub S_BonusREward,1500,1132;
end;
case 10:
callsub S_BonusREward,1500,1135;
end;
case 11:
callsub S_BonusREward,1500,1136;
end;
case 12:
callsub S_BonusREward,1500,1139;
end;
case 13:
callsub S_BonusREward,1500,1133;
end;
case 14:
break;
}
break;
case 3:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Dragon Slayer:Masamune:Muramasa:Schweizersabel:Executioner:Zweihander:Katzbalger:cancel")) {
case 1:
callsub S_BonusREward,1500,1166;
end;
case 2:
callsub S_BonusREward,1500,1165;
end;
case 3:
callsub S_BonusREward,1500,1164;
end;
case 4:
callsub S_BonusREward,1500,1167;
end;
case 5:
callsub S_BonusREward,1500,1169;
end;
case 6:
callsub S_BonusREward,1500,1168;
end;
case 7:
callsub S_BonusREward,1500,1170;
end;
case 8:
break;
}
break;
case 4:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Great Axe:Guillotine:Right Epsilon:Brood Axe:Sabbath:Slaughter:Cleaver:Tomahawk:cancel")) {
case 1:
callsub S_BonusREward,1500,1364;
end;
case 2:
callsub S_BonusREward,1500,1369;
end;
case 3:
callsub S_BonusREward,1500,1366;
end;
case 4:
callsub S_BonusREward,1500,1363;
end;
case 5:
callsub S_BonusREward,1500,1365;
end;
case 6:
callsub S_BonusREward,1500,1367;
end;
case 7:
callsub S_BonusREward,1500,1395;
end;
case 8:
callsub S_BonusREward,1500,1368;
end;
case 9:
break;
}
break;
case 5:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Golden Mace:Grand Cross:Long Mace:Spike:Slash:Quadrille:cancel")) {
case 1:
callsub S_BonusREward,1500,1524;
end;
case 2:
callsub S_BonusREward,1500,1528;
end;
case 3:
callsub S_BonusREward,1500,1525;
end;
case 4:
callsub S_BonusREward,1500,1523;
end;
case 5:
callsub S_BonusREward,1500,1526;
end;
case 6:
callsub S_BonusREward,1500,1527;
end;
case 7:
break;
}
break;
case 6:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Bow Of Roguemaster:Dragon Wing:Bow Of Rudra:Balistar:cancel")) {
case 1:
callsub S_BonusREward,1500,1719;
end;
case 2:
callsub S_BonusREward,1500,1724;
end;
case 3:
callsub S_BonusREward,1500,1720;
end;
case 4:
callsub S_BonusREward,1500,1722;
end;
case 5:
break;
}
break;
case 7:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Staff Of Wing:Wizardy Staff:cancel")) {
case 1:
callsub S_BonusREward,1500,1616;
end;
case 2:
callsub S_BonusREward,1500,1473;
end;
case 3:
break;
}
break;
case 8:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Legacy of Dragon:Book of the Apocalypse:Girl's Diary:Hardback:cancel")) {
case 1:
callsub S_BonusREward,1500,1559;
end;
case 2:
callsub S_BonusREward,1500,1557;
end;
case 3:
callsub S_BonusREward,1500,1558;
end;
case 4:
callsub S_BonusREward,1500,1561;
end;
case 5:
break;
}
break;
case 9:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Gae Bolg:Gelerdria:Gungnir:Skewer:Longinus's Spear:Brionac:Bill Guisarme:Zephyrus:Crescent Scythe:Tjungkuletti:Hell Fire:cancel")) {
case 1:
callsub S_BonusREward,1500,1474;
end;
case 2:
callsub S_BonusREward,1500,1414;
end;
case 3:
callsub S_BonusREward,1500,1413;
end;
case 4:
callsub S_BonusREward,1500,1415;
end;
case 5:
callsub S_BonusREward,1500,1469;
end;
case 6:
callsub S_BonusREward,1500,1470;
end;
case 7:
callsub S_BonusREward,1500,1467;
end;
case 8:
callsub S_BonusREward,1500,1468;
end;
case 9:
callsub S_BonusREward,1500,1466;
end;
case 10:
callsub S_BonusREward,1500,1416;
end;
case 11:
callsub S_BonusREward,1500,1471;
end;
case 12:
break;
}
break;
case 10:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Infiltrator:Bloody Roar:Unholy Touch:cancel")) {
case 1:
callsub S_BonusREward,1500,1261;
end;
case 2:
callsub S_BonusREward,1500,1265;
end;
case 3:
callsub S_BonusREward,1500,1263;
end;
case 4:
break;
}
break;
case 11:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Claw of Garm:Berserk:Kaiser Knuckle:cancel")) {
case 1:
callsub S_BonusREward,1500,1815;
end;
case 2:
callsub S_BonusREward,1500,1814;
end;
case 3:
callsub S_BonusREward,1500,1813;
end;
case 4:
break;
}
break;
case 12:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Lariat:Rapture Rose:Bladed Whip:Chemeti:Queen's Whip:cancel")) {
case 1:
callsub S_BonusREward,1500,1962;
end;
case 2:
callsub S_BonusREward,1500,1963;
end;
case 3:
callsub S_BonusREward,1500,1969;
end;
case 4:
callsub S_BonusREward,1500,1964;
end;
case 5:
callsub S_BonusREward,1500,1970;
end;
case 6:
break;
}
break;
case 13:
mes "[Ei felle]";
mes "You can choose whichever unit you like.";
mes "Please select";
mes "the item that you desire.";
next;
switch(select("Oriental Lute:Electronic Guitar:cancel")) {
case 1:
callsub S_BonusREward,1500,1918;
end;
case 2:
callsub S_BonusREward,1500,1913;
end;
case 3:
break;
}
break;
}
break;
case 2:
mes "[Ei felle]";
mes "Something else...";
next;
mes "["+ strcharinfo(0) +"]";
mes "The one you made last time...";
next;
mes "[Ei felle]";
mes "Oh, that one!!";
mes "Here, there they are,";
mes "Which item do you desire?";
next;
switch(select("Glittering Clothes:Flame Sprits Armor:Earth Sprits Armor:Wind Sprits Armor:Water Sprits Armor:cancel")) {
case 1:
callsub S_BonusREward,500,2319;
end;
case 2:
callsub S_BonusREward,1000,2345;
end;
case 3:
callsub S_BonusREward,1000,2351;
end;
case 4:
callsub S_BonusREward,1000,2349;
end;
case 5:
callsub S_BonusREward,1000,2347;
end;
case 6:
break;
}
break;
}
}
else {
mes "[Ei felle]";
mes "Oh, how are you?";
mes "I have been making good use";
mes "of the medal that you gave me";
mes "but with so many faulty product around";
mes "it's really hard to";
mes "save any of it for future use...";
next;
if (countitem(7515) > 0) {
mes "[Ei felle]";
mes "Although the member of our factory ";
mes "had been trying to gather the medal from that village,";
mes "we still haven't received any good news...";
mes "I feel so ashamed...";
mes "Can you help me if you ";
mes "have some additional medals?";
next;
callsub S_Reward;
end;
}
else {
mes "[Ei felle]";
mes "If you ever get any medal,";
mes "can you give some to me?";
close;
}
}
close;
S_Reward:
switch(select("Ok:No")) {
case 1:
mes "[Ei felle]";
mes "Really?!!!!!";
mes "Thank you so much.";
mes "This metal is light and solid";
mes "and it can be made use to ";
mes "produce good product.";
next;
mes "[Ei felle]";
mes "I need to give you something as a reward.";
mes "What should I give you...";
next;
switch(select("Please provide aid in future experience:Help me with the job NPC:Work harder in your research:Ask about progress of research")) {
case 1:
mes "[Ei felle]";
mes "Hmmm...This is nothing important.";
mes "Anyway, let me pray for your safety";
mes "and hopefully it will be helpful";
mes "for your future adventure!";
next;
mes "[Ei felle]";
mes "Hmmmm.....Hahaha!!!";
emotion e_omg,1;
emotion e_omg;
next;
mes "[Ei felle]";
mes "Phew, that's it.";
mes "I pray that your future will be blessed";
mes "with safety and happiness.";
delitem 7515,1; //Marvelous_Medal
if (BaseLevel < 21) {
getexp 150,0;
}
else if ((BaseLevel > 20) && (BaseLevel < 31)) {
getexp 300,0;
}
else if ((BaseLevel > 30) && (BaseLevel < 41)) {
getexp 2000,0;
}
else if ((BaseLevel > 40) && (BaseLevel < 51)) {
getexp 8000,0;
}
else if ((BaseLevel > 50) && (BaseLevel < 61)) {
getexp 25000,0;
}
else if ((BaseLevel > 60) && (BaseLevel < 71)) {
getexp 47000,0;
}
else if ((BaseLevel > 70) && (BaseLevel < 81)) {
getexp 55000,0;
}
else {
getexp 65000,0;
}
close;
case 2:
mes "[Ei felle]";
mes "Hmmm...This is nothing important.";
mes "Anyway, let me pray for your safety";
mes "and hopefully it will be helpful";
mes "for your future adventure!";
next;
mes "[Ei felle]";
mes "Hmmmm.....Hahaha!!!";
emotion e_omg,1;
emotion e_omg;
next;
mes "[Ei felle]";
mes "Phew, that's it.";
mes "I pray that your future will be blessed";
mes "with safety and happiness.";
delitem 7515,1; //Marvelous_Medal
if (Upper != 2 && Class < Job_SuperNovice) {
if (BaseJob == Job_Novice) {
getexp 0,30;
}
else if (((BaseJob >= Job_Swordman) && (BaseJob <= Job_Thief)) || (Class == Job_Taekwon)) {
if (JobLevel < 11) {
getexp 0,50;
}
else if ((JobLevel > 10) && (JobLevel < 21)) {
getexp 0,250;
}
else if ((JobLevel > 20) && (JobLevel < 31)) {
getexp 0,1500;
}
else if ((JobLevel > 30) && (JobLevel < 41)) {
getexp 0,7000;
}
else {
getexp 0,20000;
}
}
else if ((BaseJob >= Job_Knight) && (BaseJob <= Job_Crusader2)) {
if (JobLevel < 11) {
getexp 0,80;
}
else if ((JobLevel > 10) && (JobLevel < 21)) {
getexp 0,2000;
}
else if ((JobLevel > 20) && (JobLevel < 31)) {
getexp 0,10000;
}
else if ((JobLevel > 30) && (JobLevel < 41)) {
getexp 0,25000;
}
else {
getexp 0,38000;
}
}
}
else if (Upper == 2) {
if (Class == Job_Novice_High) {
getexp 0,40;
}
else if ((Class >= Job_Swordman_High) && (Class <= Job_Thief_High)) {
if (JobLevel < 11) {
getexp 0,65;
}
else if ((JobLevel > 10) && (JobLevel < 21)) {
getexp 0,300;
}
else if ((JobLevel > 20) && (JobLevel < 31)) {
getexp 0,2500;
}
else if ((JobLevel > 30) && (JobLevel < 41)) {
getexp 0,10000;
}
else {
getexp 0,25000;
}
}
else if ((Class >= Job_Lord_Knight) && (Class <= Job_Paladin_2)) {
if (JobLevel < 11) {
getexp 0,150;
}
else if ((JobLevel > 10) && (JobLevel < 21)) {
getexp 0,2200;
}
else if ((JobLevel > 20) && (JobLevel < 31)) {
getexp 0,13000;
}
else if ((JobLevel > 30) && (JobLevel < 41)) {
getexp 0,27000;
}
else if ((JobLevel > 40) && (JobLevel < 51)) {
getexp 0,38000;
}
else {
getexp 0,40000;
}
}
}
else {
if (JobLevel < 11) {
getexp 0,50;
}
else if ((JobLevel > 10) && (JobLevel < 21)) {
getexp 0,250;
}
else if ((JobLevel > 20) && (JobLevel < 31)) {
getexp 0,1500;
}
else if ((JobLevel > 30) && (JobLevel < 41)) {
getexp 0,7000;
}
else if ((JobLevel > 40) && (JobLevel < 51)) {
getexp 0,20000;
}
else if ((JobLevel > 50) && (JobLevel < 61)) {
getexp 0,30000;
}
else {
getexp 0,38000;
}
}
close;
case 3:
mes "[Ei felle]";
mes "What? ";
mes "Are you trying to give it to me for free?";
mes "That's great...";
mes "I'm really grateful to you...";
next;
mes "["+ strcharinfo(0) +"]";
mes "Please use this in your research.";
mes "I'll come for the reward";
mes "when you manage to get a good result in your research.";
next;
mes "[Ei felle]";
mes "Oh, you're so kind.";
mes "I'm so grateful to you.";
mes "I will listen to you and ";
mes "work harder in my research";
mes "to achieve great results!!!";
mes "I'll pay my gratitude when I am successful in my research.";
next;
mes "[Ei felle]";
mes "How many do you wish to give me?";
next;
switch(select("Give all to you:Hmm, is this enough?:I change my mind")) {
case 1:
mes "[Ei felle]";
mes "Wow!!! Thank you so much!!";
mes "I will pay you back when!!!";
mes "I achieve success in my research.";
next;
mes "[Ei felle]";
mes "I shouldn't slack now!!";
mes "I must do my research!!!";
set .@medals,countitem(7515);
delitem 7515,.@medals; //Marvelous_Medal
set ein_medal01,ein_medal01+.@medals;
close;
case 2:
mes "[Ei felle]";
mes "How many are you going to give it to me?";
mes "Please set it below 100, ok?";
next;
while(1) {
input .@input;
if (.@input == 0) {
mes "[Ei felle]";
mes "Are you going to give them to me for real?";
mes "Or are you trying to joke with me?";
close;
}
else if (.@input < 0 || .@input > 100) {
mes "[Ei felle]";
mes "Please set the amount below 100.";
next;
}
else {
break;
}
}
if (countitem(7515) < .@input) {
mes "[Ei felle]";
mes "Huh? Looks like you don't have enough medal.";
mes "Oh, you've gone too far.";
emotion e_heh;
close;
}
else {
mes "[Ei felle]";
mes "Thank you!!!";
mes "Thanks for the medal that you give me.";
mes "I will try my best to do the research";
mes "and achieve a great success one day!";
mes "Please wait for me!!!";
delitem 7515,.@input; //Marvelous_Medal
set ein_medal01,ein_medal01+.@input;
close;
}
case 3:
mes "[Ei felle]";
mes "Oh, so that's what happened...";
mes "If you change your mind,";
mes "I am counting on you to help me.";
close;
}
delitem 7515,1; //Marvelous_Medal
set ein_medal01,1;
close;
case 4:
if (ein_medal01 == 0) {
mes "[Ei felle]";
mes "Phew...There still isn't any progress.";
mes "If I can get that medal...";
mes "Wooowoooo...";
close;
}
else {
mes "[Ei felle]";
mes "However,until then...";
mes "I still haven't made any progress";
mes "However, we still have ^FF0000"+ ein_medal01 +"^000000unit(s) Marvelous Medal";
mes "given by Mr./Miss "+ strcharinfo(0) +".";
mes "We will use it carefully.";
close;
}
}
case 2:
mes "[Ei felle]";
mes "Oh, is that so...";
mes "If you ever change your mind,";
mes "I hope yo will be willing to help me.";
emotion e_sob;
close;
}
S_BonusReward:
mes "["+ strcharinfo(0) +"]";
mes "I'm relieve that the research result";
mes "is better than expected.";
mes "Well then, I will put it to good use.";
next;
mes "[Ei felle]";
mes "I should be the one who say thank you";
mes "for you have helped me to achieve";
mes "great research result.";
mes "I will work harder";
mes "to achieve greater results";
mes "in the future.";
next;
mes "[Ei felle]";
mes "Here, please accept ";
mes "this "+getitemname(getarg(1))+".";
next;
switch(select("Do not accept:Accept")) {
case 1:
mes "["+ strcharinfo(0) +"]";
mes "Wait, I have changed my mind.";
mes "Can I take it next time? ";
next;
mes "[Ei felle]";
mes "Oh? It's ok for me...";
mes "You can take it anytime. ";
mes "So, please come again when you feel that you need it.";
close;
case 2:
mes "[Ei felle]";
mes "Thank you!";
mes "If you were free, ";
mes "please help us again next time.";
set ein_medal01,ein_medal01-getarg(0);
getitem getarg(1),1;
close;
}
}
hugel,71,83,4 script Wayne 900,{
if (checkweight(1201,1) == 0) {
mes "- Please wait for a while!! -";
mes "- You're carrying too many items-";
mes "- and you won't be able to receive any item now.-";
mes "- Please take off some of your loads-";
mes "- and come for the challenge again.-";
close;
}
mes "[Wayne]";
mes "Hello there. This is the place where you can change the medals to other merchandise.";
mes "Rumors have that there are some other places that require medals too.";
mes "That's nothing to be surprise about since the medals from Hugel contains rare substance that can't be found from other places.";
next;
mes "[Wayne]";
mes "It's up to you how you're going to use the medals.";
mes "So, do you want to change the medals to merchandise?";
next;
switch(select("Yes:No")) {
case 1:
if (checkweight(909,550) == 0) {
mes "[Wayne]";
mes "Looks like you've been carrying too many items...";
mes "Why don't you put it in the storage before you come again.";
close;
}
else {
mes "[Wayne]";
mes "How many items do you wish to change?";
next;
switch(select("1unit(s):3unit(s):7unit(s):8unit(s):16unit(s):25unit(s):42unit(s):59unit(s)")) {
case 1:
mes "[Wayne]";
mes "Medal x1unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
switch(select("Leaflet of Hinal x2unit(s):Leaflet of Aloe x2unit(s):Fruit of Mastela x1unit(s):Starsand of Witch x5unit(s):Red Slim Potion x4unit(s)")) {
case 1:
if (countitem(7515) < 1) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here are the Leaflet of Hinal x 2unit(s),";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,1; //Marvelous_Medal
getitem 520,2; //Leaflet_Of_Hinal
close;
}
case 2:
if (countitem(7515) < 1) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here are Leaflet of Aloe x2unit(s),";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,1; //Marvelous_Medal
getitem 521,2; //Leaflet_Of_Aloe
close;
}
case 3:
if (countitem(7515) < 1) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here is Fruit of Mastela x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,1; //Marvelous_Medal
getitem 522,1; //Fruit_Of_Mastela
close;
}
case 4:
if (countitem(7515) < 1) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here are Starsand of Witch x5unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,1; //Marvelous_Medal
getitem 1061,5; //Starsand_Of_Witch
close;
}
case 5:
if (countitem(7515) < 1) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here are Red Slim Potion x4unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,1; //Marvelous_Medal
getitem 545,4; //Red_Slim_Potion
close;
}
}
case 2:
mes "[Wayne]";
mes "Medal x3unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
switch(select("Royal Jelly 1unit(s):Holy Water 6unit(s)")) {
case 1:
if (countitem(7515) < 3) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here is the Royal Jelly 1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,3; //Marvelous_Medal
getitem 526,1; //Royal_Jelly
close;
}
case 2:
if (countitem(7515) < 3) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here are Holy Water x6unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,3; //Marvelous_Medal
getitem 523,6; //Holy_Water
close;
}
}
case 3:
mes "[Wayne]";
mes "Medal x7unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
switch(select("Cookie Bag x1unit(s):First Aid Kit x1unit(s)")) {
case 1:
if (countitem(7515) < 7) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here is the Cookie Bag x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,7; //Marvelous_Medal
getitem 12130,1; //Cookie_Bag
close;
}
case 2:
if (countitem(7515) < 7) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here is the First Aid Kit x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,7; //Marvelous_Medal
getitem 12110,1; //First_Aid_Kit
close;
}
}
case 4:
mes "[Wayne]";
mes "Medal x8unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
select("1 Gift Box");
if (countitem(7515) < 8) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here's the Gift Box x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,8; //Marvelous_Medal
getitem 644,1; //Gift_Box
close;
}
case 5:
mes "[Wayne]";
mes "Medal x16unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
select("Old Blue Box 1unit(s)");
if (countitem(7515) < 16) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here is the Old Blue Box x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,16; //Marvelous_Medal
getitem 603,1; //Old_Blue_Box
close;
}
case 6:
mes "[Wayne]";
mes "Medal x25unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
select("Set of Taming Item 1unit(s)");
if (countitem(7515) < 25) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here is Set of Taming Item x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,25; //Marvelous_Medal
getitem 12105,1; //Set_Of_Taiming_Item
close;
}
case 7:
mes "[Wayne]";
mes "Medal x42unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
select("Old Violte Box 1unit(s)");
if (countitem(7515) < 42) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here's the Old Violet Box x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,42; //Marvelous_Medal
getitem 617,1; //Old_Violet_Box
close;
}
case 8:
mes "[Wayne]";
mes "Medal x59unit(s) can be used to exchange for the following items.";
mes "What items to you wish to receive?";
next;
select("Poring Box 1unit(s)");
if (countitem(7515) < 59) {
mes "[Wayne]";
mes "Looks like you have forgotten something. This is the place where you redeem prizes with medals.";
mes "You should bring along your medals.";
close;
}
else {
mes "[Wayne]";
mes "Here's the Poring Box x1unit(s)";
mes "Please come and find me again if you ever wish to redeem any prizes with medals.";
delitem 7515,59; //Marvelous_Medal
getitem 12109,1; //Poring_Box
close;
}
}
}
case 2:
mes "[Wayne]";
mes "It can be used in many ways. Please think about it before you come again.";
close;
}
}
//============================================================
// Monstrer Race Affiliated NPCs
//============================================================
airplane,246,47,1 script Eocatt#decoy01 878,{
mes "[Eocatt]";
mes "There's an old, humble";
mes "village on the outskirts of";
mes "the Schwaltzvalt Republic.";
mes "It was just a tiny blip on the";
mes "map until they opened up";
mes "their Monster Race Arena!";
next;
mes "[Eocatt]";
mes "If you win wagers on the";
mes "monster race games, you'll";
mes "be rewarded with these Prize";
mes "Medals that are made of some";
mes "really rare metal. I hear this";
mes "metal's in demand in Einbroch.";
next;
mes "[Eocatt]";
mes "Right, right...";
mes "I remember now, the";
mes "town was named Hugel.";
mes "I'm sure there's other fun";
mes "things to do there, but I'm sure";
mes "that the Race Arena is a must!";
close;
}
hugel,85,93,5 script Mudie#dummy01 866,{
mes "[Mudie]";
mes "The Monster Races";
mes "are probably the biggest";
mes "attraction here in Hugel.";
mes "We don't have much else";
mes "going on here, I'm afraid.";
next;
mes "[Mudie]";
mes "If you want to go visit";
mes "the Monster Race Arena,";
mes "just head towards the";
mes "7 'o clock direction on";
mes "your Mini-Map, and look for";
mes "the hill surrounded by a fence.";
next;
mes "[Mudie]";
mes "You should find the arena";
mes "somewhere around that area.";
mes "Anyway, if you want to wager";
mes "or just watch the races, just";
mes "ask one of the Eckar brothers.";
mes "I hope you enjoy our little town~";
close;
}
p_track02,32,45,3 script Eccentric Scholar#double 755,{
mes "[Eccentric Scholar]";
mes "Let's see now...";
mes "Monster 1's average speed";
mes "and luck, as affected by";
mes "wind resistance, fatigue...";
mes "What's the approximate";
mes "probability of winning...?";
next;
mes "[Eccentric Scholar]";
mes "Crunch it into my";
mes "algorithm... Carry the two...";
mes "Wait, how many significant";
mes "figures should I be using?";
mes "Ah, right, 7, to account for x,";
mes "a value representing--";
next;
mes "["+ strcharinfo(0) +"]";
mes "Excuse me, but";
mes "what are you doing?";
next;
mes "[Eccentric Scholar]";
mes "S-silence!";
mes "I must complete";
mes "my calculations!";
mes "Now, where was I...?";
specialeffect 107; //"Eccentric Scholar#double" EF_CLAYMORE
emotion e_an;
close;
}
p_track02,69,31,1 script Blacksmith Guildsman#dou 726,{
if ($@mon_time_2_2 == 0) {
mes "[Blacksmith Guildsman]";
mes "How many times must";
mes "I wager on these races?!";
mes "I haven't won even once!";
mes "Oh, I must have the worst";
mes "luck in wagering history!";
emotion e_sob;
next;
mes "[Blacksmith Guildsman]";
mes "I've been assigned by my";
mes "guild to bring back some";
mes "Prize Medals to Einbroch.";
mes "They're apparently made";
mes "with some rare metal, but...";
mes "It's too hard for me to win~!";
emotion e_swt2;
close;
}
else {
mes "[Blacksmith Guildsman]";
mes "Run! Go go go!";
mes "I need to win some";
mes "medals! Otherwise, I'll";
mes "be too ashamed to return";
mes "home to Einbroch! F-faster!";
emotion e_korea;
close;
}
}
p_track02,53,45,3 script Valiant Knight#double 733,{
mes "[Valiant Knight]";
mes "Hey, have you been";
mes "wagering on the races?";
mes "If you've got a hot tip, then";
mes "would you share it with me?";
mes "I've won some wagers... But";
mes "I really wanna win more!";
next;
mes "[Valiant Knight]";
mes "Hah hah! It's like I tell";
mes "those Blacksmiths! If they";
mes "don't wanna lose all the time,";
mes "then they should just bet on the";
mes "same monster. Me? I always";
mes "bet on the black Deviruchi~";
next;
mes "[Valiant Knight]";
mes "You too...!";
mes "Always bet";
mes "on Deviruchi!";
emotion e_no1;
close;
}
p_track01,27,47,5 script Drunkard#single 853,{
mes "[Familiar Drunkard]";
mes "Grrr...! ^333333*Hiccup*^000000";
mes "I just gotta win this";
mes "next game! I hafta do it!";
mes "Hey, you! Which number is";
mes "your lucky number? Huh?";
next;
mes "["+ strcharinfo(0) +"]";
mes "I, er...";
next;
mes "[Familiar Drunkard]";
mes "C'mon, I need your";
mes "lucky number cuz I ran";
mes "out of mine! Tell me!";
mes "Tell me! ^333333*Hiccup~*^000000";
close;
}
p_track01,69,31,1 script Blacksmith Guildsman#sin 107,{
mes "[Blacksmith Guildsman]";
mes "How can this be so hard?";
mes "Why can't I win at least";
mes "one of these races? Argh!";
mes "I can't go back until I get";
mes "at least one Prize Medal!";
next;
mes "[Blacksmith Guildsman]";
mes "Yeah, I've been assigned";
mes "by the Einbroch Factory to";
mes "get some Prize Medals since";
mes "they're made of this rare medal.";
mes "But it looks like they picked";
mes "the wrong guy for this job.";
next;
mes "[Blacksmith Guildsman]";
mes "I mean, I've been here";
mes "forever and I haven't won";
mes "anything yet! Hey, do me";
mes "a favor and give any extra";
mes "Prize Medals you might have";
mes "to the Einbroch Factory, okay?";
close;
}
p_track01,45,42,3 script Absent Minded Man#single 881,{
mes "[Absent Minded Man]";
mes "Say, are you here to bet";
mes "on the monster races? I've";
mes "come all the way here, just";
mes "because some strange man";
mes "asked me to win medals. It's";
mes "the only reason I'm in Hugel.";
next;
mes "[Absent Minded Man]";
mes "But I've made more than";
mes "100 wagers, and haven't won";
mes "any of them! I mean, if I bet";
mes "on the same monster 6 times,";
mes "I should win at least once,";
mes "right? What's going on?!";
close;
}